public sealed class ScreenProbeFilterFillSpreads each accumulated probe over its plane-sharing neighbours, on the device.
No guide page documents this yet — the page shows what the code says about itself.
Remarks
The device half of Filter, checked against it — one invocation per probe over the history's front set, written into the mirror's separate filtered planes so the history stays raw and next frame blends against an unfiltered past. Runs after the accumulation's swap, which is what makes "the front set" this frame's answer.
Fields and properties (8)
public const string ShaderNameThe shader this dispatches.
public EffectSystem? EffectsWhere the variant is resolved from. Null dispatches nothing.
public ComputePipelineCache? PipelinesWhere the compute pipeline comes from. Null dispatches nothing.
public DescriptorAllocator? DescriptorsWhere the descriptor sets come from. Null dispatches nothing.
public ParameterCollection ParametersThe parameters the uniform block is filled from.
public float StrengthA lattice neighbour's share relative to the probe's own, 0 to 1.
public float ToleranceHow far off the probe's plane a neighbour may stand and still blend, in world units.
public string? SkippedWhy the last call recorded nothing, or null when it recorded something.
Methods (3)
public ScreenProbeFilterFill(IGraphicsDevice device)Creates a filter on a device. Nothing is allocated until the first dispatch.
public int Record(ICommandList commands, ScreenProbeHistoryTexture history)Records one filter pass over the history's front set into the filtered planes.
public void Dispose()Performs application-defined tasks associated with freeing, releasing, or resetting unmanaged resources.
Used by (6)
- ArenaIlluminationThirdPersonShooter
- CompositorBuilderVixen.Rendering
- PostEffectTestsVixen.Rendering.PostFx.Tests
- ScreenProbeAccumulateDeviceTestsVixen.Graphics.Golden.Tests
- ScreenProbeGatherImageTestsVixen.Graphics.Golden.Tests
- ScreenProbeGatherRendererVixen.Rendering.PostFx