public record class GlobalDistanceFieldAssetThe camera-following signed-distance clipmap the frame's traces march.
Remarks
[19](../../../docs/plan/19-lighting-and-global-illumination.md) § L1's node, and it was the one part of that document a project could not reach. Every renderer in the chain existed and none of them had an asset, so a game could have dynamic global illumination only by building its compositor in C# — which is precisely the thing docs/plan/06 § Compositor made an asset so that a game would not have to.
The field itself is the host's, on exactly the terms ClusterCullingAsset's traversal is. A GlobalDistanceField owns volume textures that outlive a frame and a residency the camera drives; a document cannot create one and should not try. What a document says is where in the frame the clipmap is composited, which is what a node is. A project that supplies no field gets a node that does nothing — the same answer the virtualized path gives a project with no virtualized meshes.
Fields and properties (5)
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 whose compose slot the clipmap's bindings are written under.
public string[] PassesAny further prefixes the same clipmap is written under.
public bool ParallelWhether the composite may use more than one thread.
Used by (3)
- CompositorBuilderVixen.Rendering
- TypeRegistrationVixen.Rendering
- Vixen_Rendering_Compositor_GlobalDistanceFieldAssetSerializerVixen.Rendering