This renderer is built with DirectX 11 API. Several rendering techniques and effects were implemented. Here is a list of them:
- indexed and instanced [mesh] rendering
- reversed depth (for increased precision)
- batching rendering by shaders, textures, uniforms...
- hologram effect created with geometry shader
- dissolution/spawning effect using Alpha-to-Coverage
- tesselation
- skybox
- PBR (Lambertian diffuse, Cook-Torrance specular - GGX for D, height-correlated GGX Smith for D, Shlick's approx. for F)
- IBL
- shadow mapping (for directional, point and spot lights) with shadow acne suppressing methods
- CPU Textures with 6-way lightmapping
- deferred shading
- decals
- GPU particles (with screen-space collisions) using compute shaders
- Anti-Aliasing (MSAA, FXAA)
- fog and volumetric fog
- a few post-process effects: EV100 Exposure Value, ACES tone mapping, gamma correction, bloom
Here are a few images: