public sealed class RenderViewOne thing being rendered from: a camera, a shadow cascade, a reflection probe face.
No guide page documents this yet — the page shows what the code says about itself.
Remarks
A view is not a camera. A frame has one main camera and a dozen views — four shadow cascades, six probe faces, a UI overlay — and they differ only in a frustum and a set of stages. Making the shadow renderer build a "camera" would be modelling the shadow map as a thing the game can see through, which it is not.
Which stages a view wants is a mask rather than a list for the reason RenderStageMask gives: culling asks the question once per object per view, and a shadow view wanting only ShadowCaster is what stops it walking the UI.
Fields and properties (10)
public string NameThe view's name, for logging and profiling.
public RenderStageMask StagesThe stages this view collects work from.
public Vector3 PositionWhere the view is, which is what depth sorting measures from.
public BoundingFrustum FrustumWhat the view can see.
public Matrix4x4 ViewProjectionThe matrix that takes a world position to this view's clip space.
public RenderCamera? CameraHow this view's projection was built, for the things that need more than the matrix.
public Matrix4x4 PreviousViewProjectionWhere this view was looking last frame, which is what a motion vector is measured against.
public int IndexThe view's index within the frame, assigned by RenderSystem.
public float MaximumDistanceObjects beyond this distance are culled, whatever the frustum says. Zero disables it.
public float ScreenHeightScaleMultiply by radius / distance to get the fraction of the viewport's height an object covers. Zero disables screen-size work — LOD selection — for this view.
Methods (3)
public RenderView(string name)One thing being rendered from: a camera, a shadow cascade, a reflection probe face.
public void Advance()Moves this frame's matrix into PreviousViewProjection.
public override string ToString()Returns a string that represents the current object.
Used by (102, showing 40)
- ArenaThirdPersonShooter
- FrameDocumentTestsThirdPersonShooter.Frame.Tests
- VirtualGeometryGameVirtualGeometry
- AmbientOcclusionRendererVixen.Rendering.PostFx
- AppGraphicsVixen.App.Hosting
- BinVixen.Rendering
- BindlessFrameTestsVixen.Rendering.Tests
- CameraExtractionSystemVixen.Rendering
- CameraExtractionTestsVixen.Rendering.Tests
- ClusterResolveTestsVixen.Rendering.Tests
- ClusterTraversalAcceptsTestsVixen.Rendering.Tests
- ClusterTraversalGroupTestsVixen.Rendering.Tests
- ClusteredLightingTestsVixen.Rendering.Tests
- ClusteredShadingDeviceTestsVixen.Graphics.Golden.Tests
- CompositorAssetTestsVixen.Rendering.Tests
- CompositorBuilderVixen.Rendering
- CompositorImageTestsVixen.Graphics.Golden.Tests
- CullJobVixen.Rendering
- DepthOfFieldRendererVixen.Rendering.PostFx
- DepthPrepassTestsVixen.Rendering.Tests
- DescriptorBindingTestsVixen.Rendering.Tests
- DistanceFieldAoRendererVixen.Rendering.PostFx
- DrawCompactionTestsVixen.Rendering.Tests
- FogRendererVixen.Rendering.PostFx
- ForwardFrameTestsVixen.Rendering.Tests
- ForwardLightingRenderFeatureVixen.Rendering
- ForwardLightingTestsVixen.Rendering.Tests
- FrameBudgetTestsVixen.Rendering.Tests
- GlobalDistanceFieldRendererVixen.Rendering
- GpuClusterResolveVixen.Rendering
- GpuClusterVisibilityVixen.Rendering
- GpuCullingVixen.Rendering
- GpuDrivenCompositorTestsVixen.Rendering.Tests
- GpuVisibilityGroupVixen.Rendering
- GpuVisibilityGroupTestsVixen.Rendering.Tests
- GraphicsCompositorVixen.Rendering
- GraphicsCompositorTestsVixen.Rendering.Tests
- HarnessVixen.Rendering.Tests
- HarnessVixen.Rendering.Tests
- HarnessVixen.Rendering.Tests