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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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