Namespace Renderer Module
Classes
Volumetric fog rendering service. |
Vertex Colors rendering for profiling and debugging in editor. |
Temporal Anti-Aliasing effect. |
Subpixel Morphological Anti-Aliasing effect. |
Shadows rendering service. |
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)
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Template for dynamic array with variable capacity that support concurrent elements appending (atomic add). |
Rendering cache container object for the draw calls collecting, sorting and executing. |
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Base class for renderer components called render pass. Each render pass supports proper resources initialization and disposing. |
Singleton render pass template. |
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High-level rendering service. |
Reflections rendering service |
Rendering geometry overdraw to visualize performance of pixels rendering in editor. |
Probes rendering service |
Post-processing rendering service. |
Scales an input texture to an output texture (down or up, depending on the relative size between input and output). Can perform image blurring. |
Anti aliasing rendering service |
MaterialComplexityMaterialShader Rendering material shaders complexity to visualize performance of pixels rendering in editor. |
Rendering Level Of Detail number as colors to debug LOD switches in editor. |
Lighting rendering service. Handles dynamic lights diffuse and specular color calculations. |
LightmapUVsDensityMaterialShader Lightmap UVs Density rendering for profiling and debugging in editor. |
Interface for objects that can render custom sky |
Interface for objects that can render custom fog/atmosphere |
Interface for objects that can render custom atmospheric fog |
Luminance histogram rendering pass. Uses compute shaders. |
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. |
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. |
Rendering scene to the GBuffer |
Fast-Approximate Anti-Aliasing effect. |
Forward rendering pass for transparent geometry. |
Eye adaptation effect based on color buffer luminance. |
DynamicDiffuseGlobalIlluminationPass Dynamic Diffuse Global Illumination rendering pass. |
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. |
Color Grading and Tone Mapping rendering service. Generates HDR LUT for PostFx pass. |
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. |
PBR atmosphere cache data rendering service. |
Screen Space Ambient Occlusion rendering service Current implementation is based on ASSAO: https://github.com/GameTechDev/ASSAO |
Structs
Volumetric fog feature settings |
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Single lightmap info data |
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The utility container for rendering setup configuration. Allows to properly decide about using certain render features (eg. motion vectors, TAA jitter) before rendering happens. |
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Describes lightmap generation options |
Describes object reference to the lightmap |
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. |
Represents a list of draw calls. |
Renderer draw call used for dynamic batching process. |
Represents a patch of draw calls that can be submitted to rendering. |
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Structure that contains precomputed data for atmosphere rendering. |
Enums
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