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MRT

Writing to several output images at once in a single rendering pass.

Multiple Render Targets lets a fragment shader output more than one value per pixel — say color in one image, surface normals in another, depth or material data in a third — all in one pass. This is the foundation of techniques like deferred shading, where the scene's geometry is captured into several buffers first and lit afterward. It avoids re-drawing the whole scene once per piece of data.

See also

  • MSAAAn anti-aliasing technique that smooths jagged edges by sampling each pixel at several points.
  • OpKillThe GPU shader instruction that throws away the current pixel so it's never drawn.
  • multiviewRendering the same scene to several viewpoints in one pass, such as the two eyes of a VR headset.

Referenced by

MSAA · multiview · OpEmitVertex / OpEndPrimitive · OpKill