2023-08-03 12:10:03 +00:00
<?xml version="1.0" encoding="UTF-8" ?>
2024-02-23 14:16:01 +00:00
<class name= "CompositorEffect" inherits= "Resource" experimental= "The implementation may change as more of the rendering internals are exposed over time." xmlns:xsi= "http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation= "../class.xsd" >
2023-08-03 12:10:03 +00:00
<brief_description >
This resource allows for creating a custom rendering effect.
</brief_description>
<description >
This resource defines a custom rendering effect that can be applied to [Viewport]s through the viewports' [Environment]. You can implement a callback that is called during rendering at a given stage of the rendering pipeline and allows you to insert additional passes. Note that this callback happens on the rendering thread.
</description>
<tutorials >
</tutorials>
<methods >
<method name= "_render_callback" qualifiers= "virtual" >
<return type= "void" />
<param index= "0" name= "effect_callback_type" type= "int" />
<param index= "1" name= "render_data" type= "RenderData" />
<description >
Implement this function with your custom rendering code. [param effect_callback_type] should always match the effect callback type you've specified in [member effect_callback_type]. [param render_data] provides access to the rendering state, it is only valid during rendering and should not be stored.
</description>
</method>
</methods>
<members >
<member name= "access_resolved_color" type= "bool" setter= "set_access_resolved_color" getter= "get_access_resolved_color" >
If [code]true[/code] and MSAA is enabled, this will trigger a color buffer resolve before the effect is run.
[b]Note:[/b] In [method _render_callback], to access the resolved buffer use:
[codeblock]
var render_scene_buffers : RenderSceneBuffersRD = render_data.get_render_scene_buffers()
var color_buffer = render_scene_buffers.get_texture("render_buffers", "color")
[/codeblock]
</member>
<member name= "access_resolved_depth" type= "bool" setter= "set_access_resolved_depth" getter= "get_access_resolved_depth" >
If [code]true[/code] and MSAA is enabled, this will trigger a depth buffer resolve before the effect is run.
[b]Note:[/b] In [method _render_callback], to access the resolved buffer use:
[codeblock]
var render_scene_buffers : RenderSceneBuffersRD = render_data.get_render_scene_buffers()
var depth_buffer = render_scene_buffers.get_texture("render_buffers", "depth")
[/codeblock]
</member>
<member name= "effect_callback_type" type= "int" setter= "set_effect_callback_type" getter= "get_effect_callback_type" enum= "CompositorEffect.EffectCallbackType" >
The type of effect that is implemented, determines at what stage of rendering the callback is called.
</member>
<member name= "enabled" type= "bool" setter= "set_enabled" getter= "get_enabled" >
If [code]true[/code] this rendering effect is applied to any viewport it is added to.
</member>
<member name= "needs_motion_vectors" type= "bool" setter= "set_needs_motion_vectors" getter= "get_needs_motion_vectors" >
If [code]true[/code] this triggers motion vectors being calculated during the opaque render state.
[b]Note:[/b] In [method _render_callback], to access the motion vector buffer use:
[codeblock]
var render_scene_buffers : RenderSceneBuffersRD = render_data.get_render_scene_buffers()
var motion_buffer = render_scene_buffers.get_velocity_texture()
[/codeblock]
</member>
<member name= "needs_normal_roughness" type= "bool" setter= "set_needs_normal_roughness" getter= "get_needs_normal_roughness" >
If [code]true[/code] this triggers normal and roughness data to be output during our depth pre-pass, only applicable for the Forward+ renderer.
[b]Note:[/b] In [method _render_callback], to access the roughness buffer use:
[codeblock]
var render_scene_buffers : RenderSceneBuffersRD = render_data.get_render_scene_buffers()
var roughness_buffer = render_scene_buffers.get_texture("forward_clustered", "normal_roughness")
[/codeblock]
</member>
<member name= "needs_separate_specular" type= "bool" setter= "set_needs_separate_specular" getter= "get_needs_separate_specular" >
If [code]true[/code] this triggers specular data being rendered to a separate buffer and combined after effects have been applied, only applicable for the Forward+ renderer.
</member>
</members>
<constants >
<constant name= "EFFECT_CALLBACK_TYPE_PRE_OPAQUE" value= "0" enum= "EffectCallbackType" >
The callback is called before our opaque rendering pass, but after depth prepass (if applicable).
</constant>
<constant name= "EFFECT_CALLBACK_TYPE_POST_OPAQUE" value= "1" enum= "EffectCallbackType" >
The callback is called after our opaque rendering pass, but before our sky is rendered.
</constant>
<constant name= "EFFECT_CALLBACK_TYPE_POST_SKY" value= "2" enum= "EffectCallbackType" >
The callback is called after our sky is rendered, but before our back buffers are created (and if enabled, before subsurface scattering and/or screen space reflections).
</constant>
<constant name= "EFFECT_CALLBACK_TYPE_PRE_TRANSPARENT" value= "3" enum= "EffectCallbackType" >
The callback is called before our transparent rendering pass, but after our sky is rendered and we've created our back buffers.
</constant>
<constant name= "EFFECT_CALLBACK_TYPE_POST_TRANSPARENT" value= "4" enum= "EffectCallbackType" >
The callback is called after our transparent rendering pass, but before any build in post effects and output to our render target.
</constant>
<constant name= "EFFECT_CALLBACK_TYPE_MAX" value= "5" enum= "EffectCallbackType" >
Represents the size of the [enum EffectCallbackType] enum.
</constant>
</constants>
</class>