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Showing posts with the label PrePass

Rendering pipeline UE5

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A lot of people have been trying to figure out the Unreal Engine 5 rendering system over the past few years. I dare say that not everyone who tried has made any significant progress in this matter. The reasons are obvious, it's a huge amount of information. The rendering system is in the process of improvement. Changes in each version are part of the problem. In addition to everything, the renderer has an incredible number of settings. These settings change the order and number of internal processes. For those who haven't given up and are still trying to dig deeper. I've prepared a schema that shows the sequence of the rendering dependency graph execution on the GPU. There is a fundamental structure that is always present. In this particular case, you can see this structure. Deferred rendering always starts with PrePass. At this stage, the vertex shader draws the geometry and calculates the depth of the scene. In case of using nanite geometry, a NaniteVisBuffer appears. I...