First Pass Techniques
This section is all about first pass techniques. This is dominantly filled with different types of lighting effects but also includes other fragment shaders and useful techniques that can be done in the first pass.
Gouraud Shading
Blinn-Phong Shading
Cook-Torrance Shading
Oren-Nayar Shading
Gouraud shading is among the cheapest lighting techniques available to compute. It has a diffuse, ambient and specular contribution but is calculated per-vertex and interpolated across fragments. [...]
Up until around 2011 Blinn-Phong was by far the most popular lighting technique in real-time applications. With an ambient, diffuse and specular contribution this per-fragment shader is both computationally cheap and of a high quality. [...]
With the introduction of more and more powerful hardware comes the allowance of more expensive yet accurate "Physically Based Rendering" shaders. The Cook-Torrance BRDF is one of the best options for simulating reflections on materials such as metals, mirrors or plastics. [...]
So Cook-Torrance works best with reflective materials, but what about rough microsurfaces such as rubber, wood or clay? Oren-Nayar is a diffuse only BRDF that aims to simulate the way light spreads across a rough, matte surface more accurately than the simple Lambertian method. [...]



