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Rendering · guide

The post-processing node kinds

Every screen-space effect a compositor document can name, what each one reads, and the order they have to run in.

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  • Lighting a scene in lux and lumens — Colour temperature, photometric units, an analytic daylight sky, and the one exposure that brings them back to a display.
  • Making a room look different — A region a level designer places to say how the frame looks inside it, how two of them resolve where they overlap, and the one thing a volume cannot do.
  • A pass that reads the frame so far — Two ways for a pass to consume its own output — a snapshot of a target inside one frame, and a pair of targets alternating across them — and why both are resources the render graph owns rather than barriers somebody remembers.
  • Fog a shadow can fall through — The froxel volume that turns the frame's fog from a function of distance into something the scene's own light shines through, what its far plane really controls, and why the composite is on the other side of TAA.
  • SMAA — Subpixel morphological antialiasing — three passes that find the whole edge, walk it to both ends and look the coverage up, rather than guessing a direction from one neighbourhood.
  • Multisampling — What a document says to draw a pass at 4× and where the samples go afterwards — the resolve pair, the sample counts that all have to agree, the two textures that are deliberately not interchangeable, and why depth resolves by a named rule rather than by averaging.