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Rendering · guide

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.

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  • 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.
  • 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.
  • Capturing a frame to a file — A headless run renders on the real GPU with no window and writes its last frame as a PNG, so a sample's picture is a file two people can produce at once rather than a screenshot of whoever's display was in front.
  • Scheduling a frame onto two queues — What `PassKind` means now that something reads it — how the render graph cuts a frame into per-queue segments, why a resource has to be handed between queues rather than merely barriered, why two queues that only want to read one texture need `ResourceSharing.Concurrent` to stop taking turns, how a submission waits for another queue by value rather than by draining it, and which of this engine's passes came out of the audit able to leave the graphics queue.