Using the Forward Pipeline
The forward pipeline implements multi-pass drawing of model batches.
Features
- Separate opaque/transparent passes.
 - 8 light slots: 1 linear, 3 spot/point and 4 point lights.
 - PBR support.
 
Pipeline Shaders
This pipeline comes with two compatible pipeline shaders available in the core resources package.
default.hps (core/shader/default)
This shader supports the following features:
| Feature | Description | Fallback | 
|---|---|---|
| OptionalDiffuseMap | Diffuse texture on UV0 | uDiffuseColor uniform value | 
| OptionalSpecularMap | Specular texture on UV0 | uSpecularColor uniform value | 
| OptionalReflectionMap | Reflection texture on normal reflection | - | 
| OptionalNormalMap | Normal texture on UV0 | Geometric normal | 
| OptionalSelfMap | Self-emissive texture on UV0 | uSelfColor uniform value | 
| OptionalLightMap | Light modulation texture on UV1 | vec3(0, 0, 0) | 
| OptionalAmbientMap | Ambient occlusion texture on UV1 | vec3(1, 1, 1) | 
| OptionalOpacityMap | Opacity texture on UV0 | 1 | 
This shader implements traditional Phong rendering.
pbr.hps (core/shader/pbr)
This shader supports the following features:
| Feature | Description | Fallback | 
|---|---|---|
| OptionalBaseColorOpacityMap | Texture on UV0 with color on xyz and opacity on w | uBaseOpacityColor uniform value | 
| OptionalOcclusionRoughnessMetalnessMap | ORM texture on UV0 | uOcclusionRoughnessMetalnessColor uniform value | 
| OptionalSelfMap | Self-emissive texture on UV0 | uSelfColor uniform value | 
| OptionalNormalMap | Normal texture on UV0 | Geometric normal | 
This shader implements image-based lighting.
Drawing a Scene
See Drawing a Scene.