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FORWARD+ RENDERING PIPELINE<br />

� Depth prepass<br />

– Fills z buffer<br />

� Prevent overdraw for shading<br />

� Used for pixel position reconstruction for light culling<br />

� Light culling<br />

– Culls light per tile basis<br />

– Input: z buffer, light buffer<br />

– Output: light list per tile<br />

� Shading<br />

– Geometry is rendered<br />

– Pixel shader<br />

� Iterate through light list calculated in light culling<br />

� Evaluates materials for the lights<br />

6 | A 2.5D culling for Forward+ | Takahiro Harada<br />

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[1] [1,2,3] [2,3]

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