Vixen
02b45cc4
csharp
public record class ReflectionsAsset

Traced reflections over the frame — doc 19 § L5 as a node a document names.

No guide page documents this yet — the page shows what the code says about itself.

Remarks

[19](../../../docs/plan/19-lighting-and-global-illumination.md) § L5's node, on ScreenProbeGatherAsset's terms exactly. A document names the frame's resources and the march's numbers; the host supplies what a file cannot — the effect system the kernel resolves through (CompositorBuilder.Effects), the nearest chain the screen march skips by (TracePyramid), and the composed sources on the node's own Trace, which are questions about the scene. Built with none of them, the node does nothing.

The normals resource is a contract: world normal in xyz, roughness in alpha. A G-buffer that packs differently writes an adapter pass, not a different node.

Fields and properties (14)

  • 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 Depth

    The depth positions are reconstructed from — and what the screen march reads.

  • public string Normals

    The frame resource holding world normals in xyz and roughness in alpha.

  • public string Colour

    The frame's colour, which is what a screen hit reflects — or empty for none.

  • public string Target

    The name the answer is published under — radiance in rgb, validity in alpha.

  • public string View

    The view whose camera drew the frame, or empty for a host that feeds matrices.

  • public float RoughnessThreshold

    The roughness at and above which the field answers instead of the trace.

  • public float RoughnessBlend

    How far below the threshold the cross-fade starts. Zero is the hard switch.

  • public float MaxDistance

    How far a mirror ray looks before deciding it escaped.

  • public float Bias

    How far off its surface a mirror ray starts.

  • public int ScreenSteps

    How many equal steps a screen ray takes.

  • public float ScreenThickness

    How deep behind a surface a sample still counts as inside it, in device depth.

  • public float ScreenLinearThickness

    How deep the march's shell is in view units, or zero for the device-depth shell.

Used by (4)

  • PostEffectFactoryVixen.Rendering.PostFx
  • PostEffectTestsVixen.Rendering.PostFx.Tests
  • TypeRegistrationVixen.Rendering.PostFx
  • Vixen_Rendering_PostFx_ReflectionsAssetSerializerVixen.Rendering.PostFx