This project uses a deferred lighting approach that can be implemented parallelly to the forward renderer in the Alien Swarm SDK.
All important source files can be found in src/materialsystem/ and the respective deferred/ directories in client/, server/ and shared/. Make sure to read the readme in src/ which contains further installation information.
The deferred rendering pipeline currently implements the following:
- cascaded shadow mapping with an atlas
- dual paraboloid shadow mapping
- perspective shadow maps
- different kinds of PCF (color, depth-stencil)
- cookies via textures
- cookies via VGUI panels
- light scattering via light volumes
Lights can be directly loaded from and written to VMF files opposed to placing them in Hammer only.