Rendering system
The rendering pipeline in Kanzi is managed in various steps and cycles by an entity called the renderer. Different aspects of the rendering pipeline can be accessed by the user through materials and composers, which are basically two sides of the same coin:
- Materials are set for specific mesh nodes or mesh clusters and describe material properties that will affect the manner in which the object will be rendered. You can load different material types from the asset library. You can modify the material types directly by editing the used properties and the vertex and fragment shaders. See Material types and materials.
- Composers and render passes instruct the renderer on the order and manner of rendering a scene. Object sources and filters can be used together with composers to specify the target objects and the order in which a specific render pass will render the scene. You can specify that each frame is rendered in multiple render passes, for example, all opaque content first and then all transparent content in back-to-front order based on distance from camera. See Rendering, Composers, Using object sources, Filters.
You can achieve a lot in Kanzi without having to utilize composers or having to modify shaders in materials. By modifying shaders and the render pass graph, you can affect the rendering quality and performance of the project in various ways. See Rendering best practices and Shaders best practices.
See also
Layouts
Project and scene graph
Property system
Resource management
Messages, triggers, and actions
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