Deferred Shading
Deferred Shading is a rendering technique used in computer graphics to improve the efficiency of rendering complex scenes. Instead of calculating lighting for each object during the rendering process, it first stores information about the scene's geometry, such as positions, normals, and colors, in multiple textures called G-buffers.
After this information is gathered, a second pass is performed to apply lighting calculations based on the stored data. This allows for more dynamic lighting effects and makes it easier to manage multiple light sources, as the lighting calculations are separated from the geometry processing.