Deferred Shading DirectX Demo?

I read a lot about deferred shading and want to try and get into it. The problem is that I cannot find a pattern that demonstrates how deferred shading can support so many lights at once. I found one demo that was very simple with one light in Code Sampler and with the nVidia HDR sample, but also.

Does anyone know where I should go for a good introductory tutorial (with code) on how to share shadows with lighting? I can make it work with one light, but one light is too simple (pretty obvious: P). In addition, I only know how to make directional lighting in a delayed hatch code, and it is nice, but pretty similar to regular ways of rendering lights, so I was wondering if you have any tutorials or anything I could find or just to read material that will help me figure out how the creation of shaders and special fx works in deferred rendering?

Thanks for the help!

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