class-description NEWS COMMUNITY STORE TUTORIALS SIGN UP LOGIN LOGOUT ROKOJORI NEWSLETTER SIGN UP LOGIN LOGOUT NEWS COMMUNITY STORE TUTORIALS TOGGLE FULLSCREEN VOLLBILD AN/AUS ObjectRefCountedResource CompositorEffect
This resource allows for creating a custom rendering effect.

This resource defines a custom rendering effect that can be applied to Viewports through the viewports' Environment. You can implement a callback that is called during rendering at a given stage of the rendering pipeline and allows you to insert additional passes. Note that this callback happens on the rendering thread. CompositorEffect is an abstract base class and must be extended to implement specific rendering logic.

Enum EffectCallbackType<>():Enum

EFFECT_CALLBACK_TYPE_PRE_OPAQUE = 0

The callback is called before our opaque rendering pass, but after depth prepass (if applicable).


EFFECT_CALLBACK_TYPE_POST_OPAQUE = 1

The callback is called after our opaque rendering pass, but before our sky is rendered.


EFFECT_CALLBACK_TYPE_POST_SKY = 2

The callback is called after our sky is rendered, but before our back buffers are created (and if enabled, before subsurface scattering and/or screen space reflections).


EFFECT_CALLBACK_TYPE_PRE_TRANSPARENT = 3

The callback is called before our transparent rendering pass, but after our sky is rendered and we've created our back buffers.


EFFECT_CALLBACK_TYPE_POST_TRANSPARENT = 4

The callback is called after our transparent rendering pass, but before any built-in post-processing effects and output to our render target.


EFFECT_CALLBACK_TYPE_MAX = 5

Represents the size of the EffectCallbackType enum.

bool access_resolved_color<>():bool

If true and MSAA is enabled, this will trigger a color buffer resolve before the effect is run.

Note: In _render_callback(), to access the resolved buffer use:

var render_scene_buffers = render_data.get_render_scene_buffers() var color_buffer = render_scene_buffers.get_texture("render_buffers", "color")
bool access_resolved_depth<>():bool

If true and MSAA is enabled, this will trigger a depth buffer resolve before the effect is run.

Note: In _render_callback(), to access the resolved buffer use:

var render_scene_buffers = render_data.get_render_scene_buffers() var depth_buffer = render_scene_buffers.get_texture("render_buffers", "depth")
EffectCallbackType effect_callback_type<>():EffectCallbackType

The type of effect that is implemented, determines at what stage of rendering the callback is called.

bool enabled<>():bool

If true this rendering effect is applied to any viewport it is added to.

bool needs_motion_vectors<>():bool

If true this triggers motion vectors being calculated during the opaque render state.

Note: In _render_callback(), to access the motion vector buffer use:

var render_scene_buffers = render_data.get_render_scene_buffers() var motion_buffer = render_scene_buffers.get_velocity_texture()
bool needs_normal_roughness<>():bool

If true this triggers normal and roughness data to be output during our depth pre-pass, only applicable for the Forward+ renderer.

Note: In _render_callback(), to access the roughness buffer use:

var render_scene_buffers = render_data.get_render_scene_buffers() var roughness_buffer = render_scene_buffers.get_texture("forward_clustered", "normal_roughness")

The raw normal and roughness buffer is stored in an optimized format, different than the one available in Spatial shaders. When sampling the buffer, a conversion function must be applied. Use this function, copied from here:

vec4 normal_roughness_compatibility(vec4 p_normal_roughness) { float roughness = p_normal_roughness.w; if (roughness > 0.5) { roughness = 1.0 - roughness; } roughness /= (127.0 / 255.0); return vec4(normalize(p_normal_roughness.xyz * 2.0 - 1.0) * 0.5 + 0.5, roughness); }
bool needs_separate_specular<>():bool

If true this triggers specular data being rendered to a separate buffer and combined after effects have been applied, only applicable for the Forward+ renderer.

void _render_callback<>( int effect_callback_type=, effect_callback_type:int=, RenderData render_data=, render_data:RenderData=, ):void

Implement this function with your custom rendering code. effect_callback_type should always match the effect callback type you've specified in effect_callback_type. render_data provides access to the rendering state, it is only valid during rendering and should not be stored.




All social media brands are registrated trademarks and belong to their respective owners.





CONTACT IMPRINT TERMS OF USE PRIVACY © ROKOROJI ® 2021 rokojori.com
CONTACT IMPRINT TERMS OF USE PRIVACY © ROKOROJI ® 2021 rokojori.com
We are using cookies on this site. Read more... Wir benutzen Cookies auf dieser Seite. Mehr lesen...