static void CreateAmbientAndMultipleLightPassFilter()
{
Compositor comp = (Compositor)CompositorManager.Instance.Create( "DeferredShading/Multi", ResourceGroupManager.DefaultResourceGroupName );
CompositionTechnique t = comp.CreateTechnique();
CompositionTargetPass tp = t.OutputTarget;
tp.InputMode = CompositorInputMode.None;
tp.VisibilityMask = DeferredShadingSystem.SceneVisibilityMask;
CompositionPass pass;
/// Render skies
pass = tp.CreatePass();
pass.Type = CompositorPassType.RenderScene;
pass.FirstRenderQueue = RenderQueueGroupID.SkiesEarly;
pass.LastRenderQueue = RenderQueueGroupID.SkiesEarly;
/// Render ambient
pass = tp.CreatePass();
pass.Type = CompositorPassType.RenderQuad;
pass.MaterialName = "DeferredShading/Post/Multi";
pass.Identifier = 1;
/// Render overlayed geometry
pass = tp.CreatePass();
pass.Type = CompositorPassType.RenderScene;
pass.FirstRenderQueue = RenderQueueGroupID.One;
pass.LastRenderQueue = RenderQueueGroupID.Nine;
}