Metadata definitions for ComputeRenderPass. More...
Public Attributes | |
| DynamicPropertyType< Resource > | IndirectDispatchBufferProperty |
| Sets the GPU buffer that contains the indirect dispatch parameters. | |
| DynamicPropertyType< Integer > | IndirectDispatchOffsetProperty |
| Sets the byte offset into the indirect dispatch buffer. | |
| DynamicPropertyType< Integer > | InvokeCountXProperty |
| Sets the number of shader invocations in the X dimension. | |
| DynamicPropertyType< Integer > | InvokeCountYProperty |
| Sets the number of shader invocations in the Y dimension. | |
| DynamicPropertyType< Integer > | InvokeCountZProperty |
| Sets the number of shader invocations in the Z dimension. | |
| DynamicPropertyType< Resource > | MaterialProperty |
| Sets the material that contains the compute shader program. | |
| AbstractMetaclass | metaclass = new AbstractMetaclass("Kanzi.ComputeRenderPass") |
| Metaclass for ComputeRenderPass. | |
Public Attributes inherited from RenderPassMetadata | |
| DynamicPropertyType< Matrix4x4 > | CameraMatrixProperty |
| The camera matrix that the render pass calculates during rendering from the settings of the Camera and passes to the shader. | |
| DynamicPropertyType< Vector3 > | CameraPositionProperty |
| The camera position that the render pass calculates during rendering from the settings of the Camera and passes to the shader. | |
| DynamicPropertyType< String > | CameraProperty |
| Sets the Camera node that you want to use to render the nodes. | |
| DynamicPropertyType< Boolean > | EnabledProperty |
| Whether Kanzi executes this render pass and its child render pass tree. | |
| DynamicPropertyType< Vector4 > | InputViewportAreaProperty |
| Reports the viewport area relative to the composition space as passed from the parent render pass. | |
| AbstractMetaclass | metaclass = new AbstractMetaclass("Kanzi.RenderPass") |
| Metaclass for RenderPass. | |
| DynamicPropertyType< Vector2 > | NearFarPlaneProperty |
| The distances to the camera near and far planes that the render pass calculates during rendering from the settings of the Camera and passes to the shader. | |
| DynamicPropertyType< Vector4 > | OutputViewportProperty |
| Viewport applied by the rendering of the render pass. | |
| DynamicPropertyType< Matrix4x4 > | PreviousCameraMatrixProperty |
| Camera matrix from the previous frame, used for velocity buffer calculation. | |
| DynamicPropertyType< Matrix4x4 > | PreviousProjectionMatrixProperty |
| Projection matrix from the previous frame, used for velocity buffer calculation. | |
| DynamicPropertyType< Matrix4x4 > | ProjectionMatrixProperty |
| The projection matrix that the render pass calculates during rendering from the settings of the Camera and passes to the shader. | |
| DynamicPropertyType< Boolean > | ShadowProjectionFittingEnabledProperty |
| Controls how the directional light shadow projection is calculated Enabling this will fit the lights projection to the area covered by the main camera. | |
| DynamicPropertyType< Vector3 > | ShadowProjectionMarginProperty |
| Use to add extra margin by scaling the area of the projection. | |
| DynamicPropertyType< Vector2 > | ShadowProjectionRangeProperty |
| Use to limit the projection to a smaller proportional slice (X: near, Y: far) of the main camera frustum. | |
| DynamicPropertyType< Integer > | UpdateOffsetProperty |
| Sets a frame offset to the rendering rate that you set with the Update Rate property. | |
| DynamicPropertyType< Integer > | UpdateRateProperty |
| Sets the rate at which to render the render pass. | |
| DynamicPropertyType< Vector4 > | ViewPositionProperty |
| The homogeneous view position that the render pass calculates during rendering from the settings of the Camera and passes to the shader. | |
Public Attributes inherited from ResourceMetadata | |
| AbstractMetaclass | metaclass = new AbstractMetaclass("Kanzi.Resource") |
| Metaclass for Resource. | |
Metadata definitions for ComputeRenderPass.
| DynamicPropertyType<Resource> IndirectDispatchBufferProperty |
Sets the GPU buffer that contains the indirect dispatch parameters.
| DynamicPropertyType<Integer> IndirectDispatchOffsetProperty |
Sets the byte offset into the indirect dispatch buffer.
| DynamicPropertyType<Integer> InvokeCountXProperty |
Sets the number of shader invocations in the X dimension.
The value is rounded up to a multiple of the workgroup size specified in the shader.
| DynamicPropertyType<Integer> InvokeCountYProperty |
Sets the number of shader invocations in the Y dimension.
The value is rounded up to a multiple of the workgroup size specified in the shader.
| DynamicPropertyType<Integer> InvokeCountZProperty |
Sets the number of shader invocations in the Z dimension.
The value is rounded up to a multiple of the workgroup size specified in the shader.
| DynamicPropertyType<Resource> MaterialProperty |
Sets the material that contains the compute shader program.