RenderPassMetadata
¶
Defines properties and message types for RenderPass.
Inherits properties and message types from ResourceMetadata.
| RenderPassMetadata.CameraProperty¶ | Sets the Camera node that you want to use to render the nodes. To use the default Camera node in that Scene node, do not set the value for this property. |
| RenderPassMetadata.EnabledProperty¶ | Whether Kanzi executes this render pass and its child render pass tree. |
| RenderPassMetadata.InputViewportAreaProperty¶ | Reports the viewport area relative to the composition space as passed from the parent render pass. To access the Input Viewport Area property fields in a binding, use:
|
| RenderPassMetadata.UpdateRateProperty¶ | Sets the rate at which to render the render pass. To render every frame, set to 1. To render every second frame, set to 2, and so on. To render only once, set to 0. |
| RenderPassMetadata.UpdateOffsetProperty¶ | Sets a frame offset to the rendering rate that you set with the Update Rate property. This lets you cascade multiple updating render passes to different frames. |
| RenderPassMetadata.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. |
| RenderPassMetadata.ShadowProjectionRangeProperty¶ | Use to limit the projection to a smaller proportional slice (X: near, Y: far) of the main camera frustum. For example if X: 0.0, Y: 0.5 means only the closest half of the camera frustum is guaranteed to be included in the shadow projection. |
| RenderPassMetadata.ShadowProjectionMarginProperty¶ | Use to add extra margin by scaling the area of the projection |
| RenderPassMetadata.CameraMatrixProperty¶ | The camera matrix that the render pass calculates during rendering from the settings of the Camera and passes to the shader. |
| RenderPassMetadata.PreviousCameraMatrixProperty¶ | Camera matrix from the previous frame, used for velocity buffer calculation. |
| RenderPassMetadata.CameraPositionProperty¶ | The camera position that the render pass calculates during rendering from the settings of the Camera and passes to the shader. |
| RenderPassMetadata.ViewPositionProperty¶ | The homogeneous view position that the render pass calculates during rendering from the settings of the Camera and passes to the shader. |
| RenderPassMetadata.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. |
| RenderPassMetadata.ProjectionMatrixProperty¶ | The projection matrix that the render pass calculates during rendering from the settings of the Camera and passes to the shader. |
| RenderPassMetadata.PreviousProjectionMatrixProperty¶ | Projection matrix from the previous frame, used for velocity buffer calculation. |
| RenderPassMetadata.OutputViewportProperty¶ | Viewport applied by the rendering of the render pass. |