Tag Archives: lighting

XNA Light Pre-Pass: ambient light, SSAO and more

Hi folks, I’ve added a few improvements to the LPP renderer, to make it shine: ambient lighting using cubemaps, SSAO, an example of a dual-layer shader and some other small changes. Here is a screenshot: As usual, the full source … Continue reading

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XNA 4.0 Light Pre-Pass: Optimization Round One

Following some suggestions on my previous posts, I decided to reconstruct the z-buffer from my linear depth buffer and optimize the lighting pass. To achieve this, I did the following steps: Changed the light-accumulation render target: now it has also … Continue reading

Posted in XNA | Tagged , , , , , | 2 Comments