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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/Weather|Weather]]
* [[Rendering/HE2/Mesh layers|Mesh layers]]
* [[Rendering/HE2/Deferred rendering|Deferred rendering]]
* [[Rendering/HE2/Dithering|Dithering]]

Revision as of 13:34, 25 April 2026

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

Rendering Concepts

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

Common

Hedgehog Engine 2