Deferred Shading (Deferred Shading) is a technical term that is extremely important in rendering and optimizing game graphics (technical art). A deferred drawing mechanism that reduces the GPU load when arranging a large number of lights by writing drawing information to the G buffer and then performing write calculations all at once.

Real-world analogy: Improving the efficiency of the buffet format at a restaurant

In the past, each time a customer (object) ordered, a chef would prepare a dish from scratch (writing) and bring it to the table individually. As the number of customers and food increases, the kitchen becomes overwhelmed. With Deferred, a large amount of food (G buffer) is arranged in advance on a buffet table, and each customer puts only what they want on their plate (pixel) and eats all at once, so the load on the kitchen remains constant even if hundreds of people come.

Deferred Shading concept infographic diagram

Illustration: Deferred Shading (Deferred shading) An infographic that clearly illustrates the basic processing flow and mechanism of deferred shading in Japanese.

Detailed mechanism and operating principle

Once you change to deferred drawing, you can href="/article/term-g-buffer">G-buffer) to a texture, then perform light calculations in batch for each pixel on the screen to optimize.