To implement deferred rendering in C#, you can follow these general steps:
- Create a framebuffer with multiple textures to store information about the scene, such as position, normal, and albedo.
- Render the scene's geometry to the framebuffer, using a shader that outputs the position, normal, and albedo to the appropriate textures.
- For each light in the scene, render a fullscreen quad using a shader that applies the lighting calculations to the information stored in the framebuffer, accumulating the results in a final texture.
- Finally, render a fullscreen quad using a shader that reads the accumulated lighting texture and outputs the final image to the screen.
These are just general steps to implement a deferred renderer in C#. The specific implementation may differ depending on your target platform and the graphics API you are using (e.g. DirectX, OpenGL).