Is it like light prepass ? Maybe not since it still needs a tiny gbuffer before lighting
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kinda! it's like light prepass without geometry data in the first two buffers 1. render lights into a flat light accumulation buffer 2. render nearest-light positions [rgb] and radii [a] using cone meshes with ztest 3. forward-render the scene and read from buffers for lighting
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We sometimes work with referred lighting, where a creative lead will post a mood board with screenshots from various pre-rendered visuals and goes: "something like that."
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haha, ah geez
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I called mine "inferred lighting" - it infers lots of little point lights in the scene are deferred, but they aren't! Not my finest hour!
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wow, at work we called our lighting-first pipeline "preferred" as well haha
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so yeah, turns out, it *is* preferred lighting after all~