A WebGPU deferred rendering playground written as a personal project to familiarize myself better with the API and explore various rendering techniques. As WebGPU is still considered experimental browser technology certain things might break for you.
Features
- glTF loading and parsing
- Physically based shading
- Cascaded shadow mapping (2 cascades)
- Deferred Renderer (3 MRT) with culled light volumes using a stencil buffer
- 400+ dynamic light sources moved in a compute shader
- Separate forward pass for alpha masked objects (foliage)
- SSAO
- Screen Space Reflections with the ability to switch between Hi-Z and Linear raymarching
- Physically based bloom
- Temporal Anti-Aliasing (TAA)
- UI controls to tweak various different rendering parameters
- Dynamic performance degradation if the framerate dips below 60fps for longer than 2 seconds
- Mobile support
Client
Personal Project