+This project is a D3D12 rendering sample that implements a deferred renderer using bindless deferred texturing. Deferred texturing is similar to normal deferred rendering, except that textures are not sampled in the geometry pass. Instead, the interpolated UV's are written into the G-Buffer so that the material textures can be sampled during the deferred pass. To enable sampling of textures from arbitrary materials, the demo makes use of dynamic indexing of texture descriptors. The demo also implements a deferred decal system using a clustering technique that's compatible with both deferred texturing as well as clustered forward rendering (which is also implemented in the demo as a baseline for comparison).
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