Rasterize surface attributes into a G-buffer first, then light every visible pixel exactly once in a full-screen pass. Decouples lighting cost from scene complexity, at the price of bandwidth and awkward transparency.
supersedescorrects · extends
classifiesspecializes · part-of
substitutes forapproximates · alternative-to
depends onrequires · validates
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alternative-tois a competing approach to Forward Shadingshades once per pixel, not once per overlapping fragment
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correctsClustered / Tiled Shading fixes a defect in thisevery light otherwise touches every pixel it covers