Vixen
02b45cc4
csharp
public record class FullScreenAsset

One 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 Name

    The node's name, for debug groups and for a human reading the file.

  • public bool Enabled

    Whether the node runs.

  • public string Shader

    The shader to run.

  • public string[] ColourTargets

    The colour attachments it writes.

  • public string[] Reads

    The textures it samples.

  • public string[] BufferReads

    The buffers it reads.

  • public BlendPreset Blend

    How its output combines with what is already there.

  • public LoadAction Load

    What happens to the attachments at the start of the pass.

  • public uint? ConstantBinding

    Which binding the uniform block occupies, or null for a shader with none.

  • public DescriptorSetSlot Slot

    Which of the four conventional sets it binds.

  • public ResourceBindingAsset[] Bindings

    What 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