The rendering process is broken into a series of steps that are collectively referred to as the pipeline. These are, in sequence:
Meshes are rendered either as basic meshes or as skinned meshes. Both types of meshes contain the same material definitions, but skinned meshes have their vertices transformed by an array of bone indices and weights attached to each vertex.
The discussion of how animations are done and how the weights are derived is outside of the subject of rendering and is covered under the Animation card.
The process for rendering the meshes is used in a Multi Render Target setting to output the Shadow Map and the Bloom textures.
By the end of the mesh rendering process, the color buffer should contain both basic and skinned meshes, ready to be post-processed.
All in-game meshes will use a single type of material, called the Standard Material. This is a non-PBR material that we will start with. Later on, we can move to a PBR approach once the ground work is established and the pipeline works.
The material properties are:
Color masks as well as emissive mask each have an associated RGB color.
Once the meshes are rendered to the color buffer, and the Shadow Map, Ambient Occlusion and Bloom buffers are prepared, the next set of tasks in the pipeline involve:
Finally, the last step in the rendering pipeline is the user interface itself, which does not have any effects applied to it. It is therefore rendered after the color grading step.
User Interface has it's own list, but from a rendering perspective the UI elements are all rendered in pixel space as rectangles, so they are completely orthogonal to anything that happens in the game world.