public record class FullScreenAssetOne effect over the whole screen — a post-process pass.
No guide page documents this yet — the page shows what the code says about itself.
Remarks
What makes doc 06's "the frame is data the user edits" true of post-processing rather than only of geometry. Two things used to make it impossible: a binding index is a shader's decision and a sampler is a device handle. A binding may now name what the shader calls it, and a sampler is a preset, so neither is left.
Fields and properties (11)
public string NameThe node's name, for debug groups and for a human reading the file.
public bool EnabledWhether the node runs.
public string ShaderThe shader to run.
public string[] ColourTargetsThe colour attachments it writes.
public string[] ReadsThe textures it samples.
public string[] BufferReadsThe buffers it reads.
public BlendPreset BlendHow its output combines with what is already there.
public LoadAction LoadWhat happens to the attachments at the start of the pass.
public uint? ConstantBindingWhich binding the uniform block occupies, or null for a shader with none.
public DescriptorSetSlot SlotWhich of the four conventional sets it binds.
public ResourceBindingAsset[] BindingsWhat it binds, and where.
Used by (6)
- CompositorAssetTestsVixen.Rendering.Tests
- CompositorBuilderVixen.Rendering
- TypeRegistrationVixen.Rendering
- Vixen_Rendering_Compositor_FullScreenAssetSerializerVixen.Rendering
- CompositorCompilerTestsVixen.Editor.AssetEditors.Tests
- FullScreenNodeVixen.Editor.AssetEditors