public record class DistanceFieldAoAssetThe screen-space pass that marches the distance field for occlusion and sun shadow.
Remarks
[19](../../../docs/plan/19-lighting-and-global-illumination.md) § L1's consumer. GlobalDistanceField composites the clipmap and this reads it — and ⚠ the two have to name the same shader, because that name is the compose-slot prefix one writes its bindings under and the other reads them from. They are separate strings on purpose: a frame may march a field a different node composited, or none at all.
Source left alone answers "nothing is near" — fully open, fully lit — which is the honest default for a project with no clipmap, and is why this node is safe to leave in a document that a given build has no field for.
Fields and properties (9)
public string NameThe node's name, for debug groups and for a human reading the file.
public bool EnabledWhether the node runs.
public string DepthThe depth it reconstructs world positions from.
public string NormalsThe normals it orients the occlusion integral by.
public string OutputThe name the result is published under.
public PixelFormat FormatThe format of the target it declares.
public string SourceThe shader behind the field slot — what the march actually reads.
public bool SunShadowWhether to trace a sun shadow alongside the occlusion.
public string ViewThe view whose camera unprojects the depth, or empty for a host that feeds the matrix.
Used by (4)
- PostEffectFactoryVixen.Rendering.PostFx
- PostEffectTestsVixen.Rendering.PostFx.Tests
- TypeRegistrationVixen.Rendering.PostFx
- Vixen_Rendering_PostFx_DistanceFieldAoAssetSerializerVixen.Rendering.PostFx