We have to define our load action which shows us how to load the existing data from the texture and the store action is how to store the results of your rendering back into the texture. For every attachment, we have to define the texture which points to the data that stores our attachment data. In Metal, these are defined with attachments.Įvery Render Pass can have single depth attachments and multiple color attachments. The most important part of a Render Pass descriptor are its outputs. To set up a render pass in Metal, you have to start with a Render Pass descriptor. So, let's see how we can construct this data flow in Metal. Then in our second pass, the lighting pass, we read back the G-buffer textures and then we draw light volumes and accumulate them in our output texture. In our example here, we'll use normal, albedo, and roughness textures. And we also output our G-buffer textures. The depth is used to do depth calling during your geometry pass, but it's also used to calculate the pixel location and world space for your lighting pass. In our geometry pass, we need to write out depth. So, here we have our two render passes, and we'll be running these two consecutively on the GPU. So, let's define the data flow of this technique and then move onto a Metal implementation. The deferred light shaders were bind all the textures in your G-buffer to calculate their contribution to the final lit surface color. Then in the second pass, the lighting pass renders the light volumes of your scene and builds up the final lit scene in accumulation texture. And the textures in this buffer, all the normal, the albedo, the roughness, and any kind of surface or material property that you need in your writing model or your postdressing pipeline. There's the geometry pass, where you basically render your entire scene into an intermediate geometry, or g-buffer. But before we get there, let's start with deferred rendering.ĭeferred rendering splits the rendering of your scene up into two passes. Our last technique we're going to talk about is visibility buffer rendering, which defers the geometry logic all the way back to the lighting pass and now in Metal 3, is easier to implement than ever. That's a really good alternative for the Metal apps that require complex materials, anti-aliasing, transparency, or special performance considerations. We'll then take a look at forward rendering. We'll then move on to tiled deferred, which extends the lighting pass of deferred rendering and is perfect if your art direction requires you to have complex lighting setups. We will show you how to implement this in Metal and how to optimize this for the iOS platform. We'll discuss the classic two-pass setup. This is the most commonly used rendering technique used by games and graphical apps on all platforms. We'll start with basic deferred rendering. We'll start by taking a look at some of the range of rendering techniques that are used by games and apps today. Whether you're starting from scratch or you want to improve your existing Metal app, or you have an amazing rendering engine that you want to move onto the Metal platform, we'll show you how you can make the best use of the available hardware with the rendering technique that fits your needs. We'll end the session by showing you how we can use our new GPU families to easily write cross spectrum code. Then my colleague, Srinivas Dasari, will talk to you about moving your CPU render loop to a more GPU-driven pipeline. In the first part of the session, I will go over some of the more advanced rendering techniques that you can use in your apps today. My name is Jaap van Muijden and welcome to this session on Modern Rendering with Metal. IPad 3, iPad 4, iPad Air, iPad iPad, iPad Mini 2, iPad Mini 3, iPad Mini 4, 9.Hi, everybody. IPhone 12 Pro Max, iPhone 13 Pro Max, iPhone 14 Plus: 1284x2778 IPhone Xs Max, iPhone 11 Pro Max: 1242x2688 IPhone X, iPhone Xs, iPhone 11 Pro: 1125x2436 IPhone 6 plus, iPhone 6s plus, iPhone 7 plus, iPhone 8 plus: 1242x2208 IPhone 6, iPhone 6s, iPhone 7, iPhone 8: 750x1334 IPhone 5, iPhone 5s, iPhone 5c, iPhone SE: 640x1136 IPhone: iPhone 2G, iPhone 3G, iPhone 3GS: 320x480
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