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Chapter 19. Deferred Shading in Tabula Rasa — Rusty Koonce

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Summary of full chapter read

Production deferred engine for MMO Tabula Rasa; companion to Shishkovtsov STALKER chapter. Forward kept for translucency + low-end fallback.

Features enabled by deferred

Bidirectional directional lights (front+back color); globe maps (cube/2D colorize light); box lights (localized directional with falloff); exclusive dynamic shadow maps with pools; static/dynamic caster flags.

Depth/normal buffer uses

Water depth-aware shoreline/refraction; resolution-independent edge detect (relative depth gradients + normal angle) for fake AA blend.

Caveats & opts

SM3: 4 MRTs, hide layout behind accessors. View-space normals in 2 channels. Bandwidth dominates — resolution is #1 cost knob. Separate diffuse/specular accumulation RTs. Tight light volumes; stencil sky; dynamic branch on distance. Alpha: force hair/flora to alpha-test into deferred; scale flora for fake fade. Quantize light matrices for stable shadows. Global SM used large ortho 2K (PSM/TSM quality varied with sun angle).

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