page_title: Deferred shading
hierarchical_section_title: Deferred shading
caption_attribution_description: English: Deferred rendering breakdown&#160;: Final Composited Result Français&#160;: Détail du Deferred renderig&#160;: Résultat Final du Compositing
context_page_description: In the field of 3D computer graphics, deferred shading is a screen-space shading technique first suggested by Michael Deering in 1988. It is called deferred because no shading is actually performed in the first pass of the vertex and pixel shaders: instead shading is "deferred" until a second pass.
  On the first pass of a deferred shader, only data that is required for shading computation is gathered. Positions, normals, and materials for each surface are rendered into the geometry buffer using "render to texture". After this, a pixel shader computes the direct and indirect lighting at each pixel using the information of the texture buffers in screen space.
  Screen space directional occlusion can be made part of the deferred shading pipeline to give directionality to shadows and interreflections.
context_section_description: In the field of 3D computer graphics, deferred shading is a screen-space shading technique first suggested by Michael Deering in 1988. It is called deferred because no shading is actually performed in the first pass of the vertex and pixel shaders: instead shading is "deferred" until a second pass.
  On the first pass of a deferred shader, only data that is required for shading computation is gathered. Positions, normals, and materials for each surface are rendered into the geometry buffer (G-buffer) using "render to texture". After this, a pixel shader computes the direct and indirect lighting at each pixel using the information of the texture buffers in screen space.
  Screen space directional occlusion can be made part of the deferred shading pipeline to give directionality to shadows and interreflections.
caption: Final Compositing. (To calculate the shadows shown in this image, other techniques such as shadow mapping, shadow feelers or a shadow volume must be used together with deferred shading.[1])
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