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There are many different rendering "concepts" that shaders make use of:
There are many different rendering "concepts" that shaders make use of:


* [[Rendering/PBR|Physically based rendering (PBR)]]
=== Common ===
 
* [[Rendering/Normal_mapping|Normal mapping]]
* [[Rendering/Normal_mapping|Normal mapping]]
* [[Rendering/Weather|Weather]]
* [[Rendering/Vertex_colors|Vertex colors]]
* [[Rendering/Vertex_colors|Vertex colors]]
* [[Rendering/Mesh_layers|Mesh layers]]
 
* [[Rendering/Deferred_rendering|Deferred rendering]]
=== Hedgehog Engine 2 ===
* [[Rendering/|Dithering]]
* [[Rendering/HE2/PBR|Physically Based Rendering (PBR)]]
** [[Rendering/HE2/PBR/Parameter Maps|Parameter Maps (PRM)]]
* [[Rendering/HE2/Weather|Weather]]
* [[Rendering/HE2/Mesh layers|Mesh layers]]
* [[Rendering/HE2/Deferred rendering|Deferred rendering]]
* [[Rendering/HE2/Dithering|Dithering]]

Latest revision as of 13:46, 25 April 2026

This page tries to document the various rendering aspects of Hedgehog Engine and Hedgehog Engine 2.

Rendering Concepts

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There are many different rendering "concepts" that shaders make use of:

Common

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Hedgehog Engine 2

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