Here is a small update. For some time I had an issue with the lighting:
In the GBuffer compose step (where the GBuffer data is used to generate the final image) I use a parameter for the AmbientIntensity. The value gets applied to everything, which should not be the case for a SkyBox. The SkyBox should just be rendered without lighting applied to it.
In @kosmonautgames deferred renderer I found shader functions for encoding and decoding a material type. So now I use this technique when rendering the models. Then in the GBuffer compose step I can apply lighting only to the models and output the SkyBox diffuse color without modification. Some Images:
1.Old version: AmbientIntensity at 1.0f affects both plant model and SkyBox
2.Old version: AmbientIntensity at value lower than 1.0f affects both plant model and SkyBox
3.New version: AmbientIntensity at value lower than 1.0f only affects plant model


