public record class RenderStageAssetOne render stage, as a file declares it.
No guide page documents this yet — the page shows what the code says about itself.
Remarks
Blend and depth are named presets rather than full states, because those four and those three are what a stage has ever wanted and an author writing out seven blend factors is an author about to get one of them wrong. A project that genuinely needs another supplies its own IPipelineDescriber, which is where an unusual pipeline belongs anyway.
Fields and properties (10)
public string NameWhat the stage is called, and what a node refers to it by.
public RenderSortMode SortModeHow its work is ordered.
public BlendPreset BlendHow its fragments combine with the target.
public DepthPreset DepthWhat its draws do with depth.
public CullMode CullWhich faces it discards.
public float DepthBiasA constant added to depth — a shadow-caster stage's peter-panning knob.
public float DepthBiasSlopeA factor on the polygon's depth slope.
public bool DepthClampWhether to clamp depth rather than clip it, so a caster in front of near still casts.
public string ShaderThe shader every draw in this stage uses instead of its material's, or empty for the material's own.
public bool ComposeFromMaterialWhether the overriding shader takes its compose slots from the material.
Used by (10)
- CompositorBuilderVixen.Rendering
- CompositorContentTestsVixen.Assets.Tests
- GraphicsCompositorAssetVixen.Rendering
- TypeRegistrationVixen.Rendering
- Vixen_Rendering_Compositor_GraphicsCompositorAssetSerializerVixen.Rendering
- Vixen_Rendering_Compositor_RenderStageAssetSerializerVixen.Rendering
- CompositorCompilerTestsVixen.Editor.AssetEditors.Tests
- CompositorDeclarationsVixen.Editor.AssetEditors
- HostedRendererTestsVixen.App.Tests
- StageNodeVixen.Editor.AssetEditors