Shaders - 09. Glossary of Terms
 at the display pixel level. Called "Z" because the Z-axis typically represents depth (X, Y, Z axes).
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Back Buffer: The buffer where the image is currently being drawn.
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Front Buffer: Takes what was drawn in the back buffer and displays it on screen.
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Stencil Buffer: "Stencil" refers to a masking effect like in Photoshop. It shows only the parts you want to show and cuts out the rest. Participates in the back buffer process.
: RGB or RGBA. The last "A" in the 4-channel set stands for the alpha channel. It doesn't have to represent transparency — you can store other data in it. It's named that way because conventionally R holds red, G holds green, B holds blue, and A holds transparency data.

- Alpha Blending: If the alpha value is 0.5, it appears semi-transparent. Similar to alpha test, but semi-transparency is possible.
 from the camera, fog color is added to that object.

- Normal Map: An image packed with normal information. Creating bumpy surfaces through actual modeling requires heavy computation, so a normal map is a trick image containing bumpiness data. In PBR, light reflection is calculated using the model's normal values, so even if the model isn't actually bumpy, it can be made to look bumpy through this trick. Since normal vectors are typically expressed along the Z-axis, normal maps mostly appear blue (X=red, Y=green, Z=blue). Primarily used for lighting calculations, but can also represent height.

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MRT (Multiple Render Target): One image is created excluding lighting calculations. Combines individual object maps into scene-wide maps. These per-scene images are called MRT images. Albedo maps, depth maps, specular, positions, etc. are rendered as images and stored in the G-Buffer. Used in deferred rendering.
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G-Buffer: Short for Geometry Buffer. Data like normals, vectors, positions — data that looks like images — is called geometry data. It serves a computational role rather than producing beautiful pictures. The G-Buffer stores rendered MRT images excluding lighting. Typically stores 4 MRT images per pass. Used in deferred rendering.

- Real-time Rendering: Rendering in real-time, like in games.
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Non-real-time Rendering: Like movies or animations — no mid-stream changes possible; only displays pre-rendered content.
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Diffuse Map: Expressed as "Albedo x Occlusion" in Unity. Easy to work with and lightweight but lower quality. Some places use it synonymously with Albedo.
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- Anti-aliasing: Prevents jagged edges.
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- Post-Processing: Filter-like effects applied at the end of the rendering pipeline.
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- Bloom: A light-bleeding effect. Can be implemented in Unity through post-processing.