DEFRAME - Defold Rendering Simplified - WIP

Complex pipelines starting to be a little bit hacky as expected, so I’m redesigning now and rethinking everything, but if you design the pipeline correctly, always most of the work is then left in the shaders themselves.

Nevertheless with current version I managed to build:

  • forward lighting
  • full screen post-processing (screen space effects like SSAO, ASSAO (Adaptive SSAO), screen space light maps (simple lighting without level geomtery, so perfect for 2D Games), fog, Depth of Field, grayscale, chromatic aberration, tone mapping, color grading, pixelization, cell-shading, blur etc)
  • deferred shading with support for albedo, normal map, height map, metallic and roughness textures
  • shadowmaps
  • PCF for shadows
  • scripts for sunlights (directional lights, that cast shadows) and point lights (that cast no shadows for now, I know they would require e.g. cubemap shadow mapping, but I’m not doing it for now) and those scripts work well with both forward and deferred shading

Textures from https://freestylized.com/





What should I build and test next?

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