Compositor: Difference between revisions

1,289 bytes added ,  30 March 2020
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! scope="row"| <tt>z-near, z-far</tt>
! scope="row"| <tt>z-near, z-far</tt>
| {{Yes}}
| {{Yes}}
| int
| float
| Default Z range in the CameraGroup
| 0.0 uses the value given by the CameraGroup
| They change the depth range to be used
| 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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