Vixen
02b45cc4
csharp
public record class ScreenProbeGatherAsset

The screen-probe gather: place, trace, resolve, denoise, upsample — one node.

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) § L3's node, and the last of that document's renderers a file could not name. What a document decides is placement and the numbers — the lattice's tile size, the trace's latency, the denoiser's plane tolerance. What it deliberately does not is the chain itself: the tracer, the resolver, the accumulator and the filter each carry composed sources, a sky and device state that outlive a frame, so they come from CompositorBuilder.ScreenProbeTracer and its neighbours, and a node built with none of them supplied places probes over a frame and traces nothing — the !IrradianceField stance, one probe kind over.

⚠ screenTraces is a choice, not a quality slider. The probes' origins are a placement one latency old and the depth the rays march is this frame's — identical for a still scene, sheared by one frame of motion for a moving one. The renderer's own remarks name that shear as the reprojection problem the denoiser owns.

Fields and properties (12)

  • 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 the probes stand on — and the sky test, in its .r.

  • public string Normals

    The normals the probes are biased along, as the G-buffer stores them.

  • public string Output

    The name the upsampled irradiance is published under.

  • public string View

    The view whose camera places the probes, or empty for a host that feeds matrices.

  • public int TileSize

    How many pixels one probe stands for, along each axis.

  • public float Intensity

    A multiplier on the upsampled result.

  • public bool ScreenTraces

    Whether the trace's first stage marches the frame's own depth buffer.

  • public float ScreenLinearThickness

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

  • public int Latency

    How many frames between a depth copy and placing probes from it.

  • public float PlaneTolerance

    How far off a probe's plane a pixel may stand and still read it, in world units.

Used by (4)

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