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    Namespace Renderer Module

    Classes

    VolumetricFogPass

    Volumetric fog rendering service.

    VertexColorsMaterialShader

    Vertex Colors rendering for profiling and debugging in editor.

    TAA

    Temporal Anti-Aliasing effect.

    SMAA

    Subpixel Morphological Anti-Aliasing effect.

    ShadowsPass

    Shadows rendering service.

    ScreenSpaceReflectionsPass

    Screen Space Reflections rendering service

    The following implementation is using Stochastic Screen-Space Reflections algorithm based on: https://www.slideshare.net/DICEStudio/stochastic-screenspace-reflections It's well optimized and provides solid visual effect.

    Algorithm steps: 1) Downscale depth [optional] 2) Ray trace 3) Resolve rays 4) Temporal blur [optional] 5) Combine final image (alpha blend into reflections buffer)

    RenderListBuffer

    Template for dynamic array with variable capacity that support concurrent elements appending (atomic add).

    RenderList

    Rendering cache container object for the draw calls collecting, sorting and executing.

    RendererUtils

    RendererPassBase

    Base class for renderer components called render pass. Each render pass supports proper resources initialization and disposing.

    RendererPass

    Singleton render pass template.

    RendererAllocation

    Renderer

    High-level rendering service.

    ReflectionsPass

    Reflections rendering service

    QuadOverdrawPass

    Rendering geometry overdraw to visualize performance of pixels rendering in editor.

    ProbesRenderer

    Probes rendering service

    PostProcessingPass

    Post-processing rendering service.

    MultiScaler

    Scales an input texture to an output texture (down or up, depending on the relative size between input and output). Can perform image blurring.

    MotionBlurPass

    Anti aliasing rendering service

    MaterialComplexityMaterialShader

    Rendering material shaders complexity to visualize performance of pixels rendering in editor.

    LODPreviewMaterialShader

    Rendering Level Of Detail number as colors to debug LOD switches in editor.

    LightPass

    Lighting rendering service. Handles dynamic lights diffuse and specular color calculations.

    LightmapUVsDensityMaterialShader

    Lightmap UVs Density rendering for profiling and debugging in editor.

    ISkyRenderer

    Interface for objects that can render custom sky

    IFogRenderer

    Interface for objects that can render custom fog/atmosphere

    IAtmosphericFogRenderer

    Interface for objects that can render custom atmospheric fog

    HistogramPass

    Luminance histogram rendering pass. Uses compute shaders.

    GlobalSurfaceAtlasPass

    Global Surface Atlas rendering pass. Captures scene geometry into a single atlas texture which contains surface diffuse color, normal vector, emission light, and calculates direct+indirect lighting. Used by Global Illumination and Reflections.

    GlobalSignDistanceFieldPass

    Global Sign Distance Field (SDF) rendering pass. Composites scene geometry into series of 3D volume textures that cover the world around the camera for global distance field sampling.

    GBufferPass

    Rendering scene to the GBuffer

    FXAA

    Fast-Approximate Anti-Aliasing effect.

    ForwardPass

    Forward rendering pass for transparent geometry.

    EyeAdaptationPass

    Eye adaptation effect based on color buffer luminance.

    DynamicDiffuseGlobalIlluminationPass

    Dynamic Diffuse Global Illumination rendering pass.

    DepthOfFieldPass

    Depth of Field rendering

    ContrastAdaptiveSharpeningPass

    Contrast Adaptive Sharpening (CAS) provides a mixed ability to sharpen and optionally scale an image. Based on AMD FidelityFX implementation.

    ColorGradingPass

    Color Grading and Tone Mapping rendering service. Generates HDR LUT for PostFx pass.

    BitonicSort

    Bitonic Sort implementation using GPU compute shaders. It has a complexity of O(n*(log n)^2), which is inferior to most traditional sorting algorithms, but because GPUs have so many threads, and because each thread can be utilized, the algorithm can fully load the GPU, taking advantage of its high ALU and bandwidth capabilities.

    AtmospherePreCompute

    PBR atmosphere cache data rendering service.

    AmbientOcclusionPass

    Screen Space Ambient Occlusion rendering service Current implementation is based on ASSAO: https://github.com/GameTechDev/ASSAO

    Structs

    VolumetricFogOptions

    Volumetric fog feature settings

    SurfaceDrawCallHandler

    SavedLightmapInfo

    Single lightmap info data

    RenderSpotLightData

    RenderSkyLightData

    RenderSetup

    The utility container for rendering setup configuration. Allows to properly decide about using certain render features (eg. motion vectors, TAA jitter) before rendering happens.

    RenderPointLightData

    RenderLocalLightData

    RenderLightData

    RenderEnvironmentProbeData

    RenderDirectionalLightData

    RenderDecalData

    LightmapSettings

    Describes lightmap generation options

    LightmapEntry

    Describes object reference to the lightmap

    GeometryDrawStateData

    Data container for meshes and skinned meshes rendering with minimal state caching. Used to update previous world transformation matrix for motion vectors pass and handle LOD transitions blending.

    DrawCallsList

    Represents a list of draw calls.

    DrawCall

    Renderer draw call used for dynamic batching process.

    DrawBatch

    Represents a patch of draw calls that can be submitted to rendering.

    BatchedDrawCall

    AtmosphereCache

    Structure that contains precomputed data for atmosphere rendering.

    Enums

    DrawCallsListType

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