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! scope="row"| <tt>z-near, z-far</tt> | ! scope="row"| <tt>z-near, z-far</tt> | ||
| {{Yes}} | | {{Yes}} | ||
| | | float | ||
| | | 0.0 uses the value given by the CameraGroup | ||
| | | Sets a custom near and far values. Useful for implementing depth partition and limiting the depth range on cubemap passes | ||
|- | |- | ||
! scope="row"| <tt>cubemap-face</tt> | ! scope="row"| <tt>cubemap-face</tt> | ||
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| <tt>-1</tt> (don't use cubemap) | | <tt>-1</tt> (don't use cubemap) | ||
| Ignores the given view and projection matrices and uses a custom one that renders the scene as if it was seen from inside a cubemap looking towards the specified face | | Ignores the given view and projection matrices and uses a custom one that renders the scene as if it was seen from inside a cubemap looking towards the specified face | ||
|- | |||
! scope="row"| <tt>use-shadow-pass</tt> | |||
| {{Yes}} | |||
| string | |||
| Empty | |||
| Name of a shadow mapping pass. Exposes shadow mapping related uniforms to the shaders of the current pass | |||
|} | |||
Scene passes can also use the tag <tt>clustered-shading</tt> to enable clustered shading (lights). The following parameters are available: | |||
{| class="wikitable" style="text-align: center; font-size: 85%; width: auto; table-layout: fixed; | |||
! scope="col" | Parameter Name | |||
! scope="col" | Optional | |||
! scope="col" | Value | |||
! scope="col" | Default Value | |||
! scope="col" | Description | |||
|- | |||
! scope="row"| <tt>tile-size</tt> | |||
| {{Yes}} | |||
| int | |||
| 128 | |||
| Size of each clustered shading tile | |||
|- | |||
! scope="row"| <tt>num-threads</tt> | |||
| {{Yes}} | |||
| int | |||
| 1 | |||
| Number of threads to use during the light culling process. Keep in mind that a high thread count when there aren't many lights will worsen performance due to the thread creation overhead | |||
|- | |||
! scope="row"| <tt>depth-slices</tt> | |||
| {{Yes}} | |||
| int | |||
| 1 | |||
| Number of slices to partition the view frustum in the Z axis. Higher numbers will cull lights more aggressively, increasing performance if there are many lights further out that don't contribute much to the overall scene's lighting | |||
|} | |} | ||
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