Render Class
Enums
PASS#
Name | Description |
---|
WIREFRAME = 0 | Wireframe pass. |
VISUALIZER_SOLID = 1 | Visualizer pass. |
DEFERRED = 2 | Deferred pass. |
AUXILIARY = 3 | Auxiliary pass. |
EMISSION = 4 | Emission pass. |
REFLECTION = 5 | Reflection pass. |
REFRACTION = 6 | Refraction pass. |
TRANSPARENT_BLUR = 7 | Transparent blur pass. |
AMBIENT = 8 | Ambient pass. |
LIGHT_VOXEL_PROBE = 9 | Light voxel probe pass. |
LIGHT_ENVIRONMENT_PROBE = 10 | Light environment probe pass. |
LIGHT_OMNI = 11 | Omni light pass. |
LIGHT_PROJ = 12 | Proj light pass. |
LIGHT_WORLD = 13 | World light pass. |
SHADOW = 14 | Shadow pass. |
DEPTH_PRE_PASS = 15 | Depth pre-pass. |
POST = 16 | Post materials pass. |
OBJECT_POST = 17 | Object post materials pass. |
CUSTOM_0 = 18 | Custom pass (unassigned). |
CUSTOM_1 = 19 | Custom pass (unassigned). |
CUSTOM_2 = 20 | Custom pass (unassigned). |
CUSTOM_3 = 21 | Custom pass (unassigned). |
CUSTOM_4 = 22 | Custom pass (unassigned). |
CUSTOM_5 = 23 | Custom pass (unassigned). |
CUSTOM_6 = 24 | Custom pass (unassigned). |
CUSTOM_7 = 25 | Custom pass (unassigned). |
CUSTOM_8 = 26 | Custom pass (unassigned). |
CUSTOM_9 = 27 | Custom pass (unassigned). |
CUSTOM_10 = 28 | Custom pass (unassigned). |
CUSTOM_11 = 29 | Custom pass (unassigned). |
CUSTOM_12 = 30 | Custom pass (unassigned). |
CUSTOM_13 = 31 | Custom pass (unassigned). |
CUSTOM_14 = 32 | Custom pass (unassigned). |
CUSTOM_15 = 33 | Custom pass (unassigned). |
CUSTOM_16 = 34 | Custom pass (unassigned). |
CUSTOM_17 = 35 | Custom pass (unassigned). |
CUSTOM_18 = 36 | Custom pass (unassigned). |
CUSTOM_19 = 37 | Custom pass (unassigned). |
CUSTOM_20 = 38 | Custom pass (unassigned). |
CUSTOM_21 = 39 | Custom pass (unassigned). |
CUSTOM_22 = 40 | Custom pass (unassigned). |
CUSTOM_23 = 41 | Custom pass (unassigned). |
CUSTOM_24 = 42 | Custom pass (unassigned). |
CUSTOM_25 = 43 | Custom pass (unassigned). |
CUSTOM_26 = 44 | Custom pass (unassigned). |
CUSTOM_27 = 45 | Custom pass (unassigned). |
CUSTOM_28 = 46 | Custom pass (unassigned). |
CUSTOM_29 = 47 | Custom pass (unassigned). |
CUSTOM_30 = 48 | Custom pass (unassigned). |
CUSTOM_31 = 49 | Custom pass (unassigned). |
CUSTOM_32 = 50 | Custom pass (unassigned). |
NUM_PASSES = 51 | Total number of rendering passes. |
CORRECT_ROUGHNESS#
Name | Description |
---|
DISABLED = 0 | Disabled roughness correction. |
LOW = 1 | Roughness correction of minimum quality. |
MEDIUM = 2 | Roughness correction of medium quality. |
HIGH = 3 | Roughness correction of high quality. |
ULTRA = 4 | Roughness correction of ultra-high quality. |
CALLBACK_INDEX#
Name | Description |
---|
BEGIN = 0 | Beginning of the callback range. |
BEGIN_OPACITY_GBUFFER = 1 | Callback before filling the Gbuffer. |
END_OPACITY_GBUFFER = 2 | Callback after filling the Gbuffer. |
BEGIN_OPACITY_DECALS = 3 | Callback before the opacity decals rendering stage. |
END_OPACITY_DECALS = 4 | Callback after the opacity decals rendering stage. |
BEGIN_CURVATURE = 5 | Callback before the SSBevel effect rendering stage. |
END_CURVATURE = 6 | Callback after the SSBevel effect rendering stage. |
BEGIN_CURVATURE_COMPOSITE = 7 | Callback before the curvature rendering stage for the SSDirt effect. |
END_CURVATURE_COMPOSITE = 8 | Callback after the curvature rendering stage for the SSDirt effect. |
BEGIN_SSRTGI = 9 | Callback before the SSRTGI rendering stage. |
END_SSRTGI = 10 | Callback after the SSRTGI rendering stage. |
BEGIN_OPACITY_LIGHTS = 11 | Callback before the opacity lightgs rendering stage. |
END_OPACITY_LIGHTS = 12 | Callback after the opacity lightgs rendering stage. |
BEGIN_OPACITY_VOXEL_PROBES = 13 | Callback before the opacity voxel probes rendering stage. |
END_OPACITY_VOXEL_PROBES = 14 | Callback after the opacity voxel probes rendering stage. |
BEGIN_OPACITY_ENVIRONMENT_PROBES = 15 | Callback before the opacity environment probes rendering stage. |
END_OPACITY_ENVIRONMENT_PROBES = 16 | Callback after the opacity environment probes rendering stage. |
BEGIN_AUXILIARY_BUFFER = 17 | Callback before filling the auxiliary buffer. |
END_AUXILIARY_BUFFER = 18 | Callback after filling the auxiliary buffer. |
BEGIN_REFRACTION_BUFFER = 19 | Callback before filling the refraction buffer. |
END_REFRACTION_BUFFER = 20 | Callback after filling the refraction buffer. |
BEGIN_TRANSPARENT_BLUR_BUFFER = 21 | Callback before filling the transparent blur buffer. |
END_TRANSPARENT_BLUR_BUFFER = 22 | Callback after filling the transparent blur buffer. |
BEGIN_SSR = 23 | Callback before the SSR rendering stage. |
END_SSR = 24 | Callback after the SSR rendering stage. |
BEGIN_SSAO = 25 | Callback before the SSAO rendering stage. |
END_SSAO = 26 | Callback after the SSAO rendering stage. |
BEGIN_SSGI = 27 | Callback before the SSGI rendering stage. |
END_SSGI = 28 | Callback after the SSGI rendering stage. |
BEGIN_COMPOSITE_DEFERRED = 29 | Callback before the clouds deferred composite stage. |
END_COMPOSITE_DEFERRED = 30 | Callback after the clouds deferred composite stage. |
BEGIN_TRANSPARENT = 31 | Callback before the transparent objects rendering stage. |
BEGIN_CLOUDS = 32 | Callback before the clouds rendering stage. |
END_CLOUDS = 33 | Callback after the clouds rendering stage. |
BEGIN_WATER = 34 | Callback before the water rendering stage. |
BEGIN_WATER_DECALS = 35 | Callback before the water decals rendering stage. |
END_WATER_DECALS = 36 | Callback after the water decals rendering stage. |
BEGIN_WATER_LIGHTS = 37 | Callback before the water lights rendering stage. |
END_WATER_LIGHTS = 38 | Callback after the water lights rendering stage. |
BEGIN_WATER_VOXEL_PROBES = 39 | Callback before the water voxel probes rendering stage. |
END_WATER_VOXEL_PROBES = 40 | Callback after the water voxel probes rendering stage. |
BEGIN_WATER_ENVIRONMENT_PROBES = 41 | Callback before the water environment probes rendering stage. |
END_WATER_ENVIRONMENT_PROBES = 42 | Callback after the water environment probes rendering stage. |
END_WATER = 43 | Callback after the water rendering stage. |
END_TRANSPARENT = 44 | Callback after the transparent objects rendering stage. |
BEGIN_SRGB_CORRECTION = 45 | Callback before the sRGB correction stage. |
END_SRGB_CORRECTION = 46 | Callback after the sRGB correction stage. |
BEGIN_ADAPTATION_COLOR_AVERAGE = 47 | Callback before the calculation of automatic exposure and white balance correction. |
END_ADAPTATION_COLOR_AVERAGE = 48 | Callback after the calculation of automatic exposure and white balance correction. |
BEGIN_ADAPTATION_COLOR = 49 | Callback before the color adaptation rendering stage (automatic exposure and white balance correction). |
END_ADAPTATION_COLOR = 50 | Callback after the color adaptation rendering stage (automatic exposure and white balance correction). |
BEGIN_TAA = 51 | Callback before the Temporal Anti-Aliasing (TAA) pass. |
END_TAA = 52 | Callback after the Temporal Anti-Aliasing (TAA) pass. |
BEGIN_CAMERA_EFFECTS = 53 | Callback before the camera effects stage. |
END_CAMERA_EFFECTS = 54 | Callback after the camera effects stage. |
BEGIN_POST_MATERIALS = 55 | Callback before the post materials rendering stage. |
END_POST_MATERIALS = 56 | Callback after the post materials rendering stage. |
BEGIN_DEBUG_MATERIALS = 57 | Callback before the debug materials stage. |
END_DEBUG_MATERIALS = 58 | Callback after the debug materials stage. |
BEGIN_VISUALIZER = 59 | Callback before the visualizer rendering stage. |
END_VISUALIZER = 60 | Callback after the visualizer rendering stage. |
END = 61 | End of the callback range. |
NUM_CALLBACKS = 62 | Callback counter. |
Properties
int NumTriangles#
The number of rendered per frame triangles that can be currently seen in the viewport. see
Rendering Profiler article for details.
int NumSurfaces#
The number of rendered per frame surfaces that can be currently seen in the viewport (in all rendering passes). see
Rendering Profiler article for details.
int NumShadows#
The number of shadow passes rendered per frame. see
Rendering Profiler article for details.
long NumShaders#
int NumReflections#
The number of reflections drawn per frame that can be currently seen in the viewport. in case of cubemap reflections, if all six faces are updated, six reflections are rendered per each frame.
int NumProcedurals#
The number of procedurals that can be currently seen in the viewport.
int NumPrimitives#
The number of geometric rendered per frame primitives that can be currently seen in the viewport. see
Rendering Profiler article for details.
int NumMaterials#
The number of materials set per frame (during all of the rendering passes) in the current scene.
int NumLights#
The number of light passes rendered per frame. it means that the value contains the number of all light sources that are currently seen illuminating something in the viewport and also includes additional passes for rendering lights in the reflecting surfaces (if dynamical reflections are used). see
Rendering Profiler article for details.
int NumDips#
The number of draw calls used in the current scene. see
Rendering Profiler article for details.
int NumDecals#
The number of rendered per frame decals that can be currently seen in the viewport (during all of the rendering passes).
Texture Gray2DArrayTexture#
Gray 2d array texture.
Texture GrayCubeTexture#
Gray cube texture.
Texture Gray3DTexture#
Gray 3d texture.
Texture Gray2DTexture#
Gray 2d texture.
Texture White2DArrayTexture#
White 2d array texture.
Texture WhiteCubeTexture#
White cube texture.
Texture White3DTexture#
White 3d texture.
Texture White2DTexture#
White 2d texture.
Texture Black2DArrayTexture#
Black 2d array texture.
Texture BlackCubeTexture#
Black cube texture.
Texture Black3DTexture#
Black 3d texture.
Texture Black2DTexture#
Black 2d texture.
int HDRTextureFormat#
The currently used hdr texture format.
int ShowTriangles#
The current wireframe mode for scene triangles.
set
Sets the wireframe mode for scene triangles.
set value -
One of the following values:
- 0 - triangles are hidden (by default).
- 1 - front faces with the depth test are shown.
- 2 - front faces without the depth test are shown.
- 3 - front and back faces without the depth test are shown.
int ShowTexturesNumber#
The current number of buffers in a row displayed in the full view mode (see
setShowTextures(2)).
set
Sets the number of buffers in a row displayed in the full view mode (see
setShowTextures(2)).
set value -
Number of buffers in a row. Value within the [1; 16] range. The default value is 7.
int ShowTexturesOffset#
The current number of the buffer to start displaying from in the full view mode (see
setShowTextures(2)).
set
Sets the number of the buffer to start displaying from in the full view mode (see
setShowTextures(2)).
set value -
Number of the buffer to start displaying from. Value within the [0; 52] range. The default value is 0.
int ShowTextures#
The current display mode for buffers used by the renderer.
set
Sets the display mode for buffers used by the renderer.
set value -
One of the following values:
- 0 - hide all buffers (by default).
- 1 - display render textures in a compact view.
- 2 - display render textures in a full view.
bool IsShowGeodeticPivot#
A value indicating whether geodetic pivots are displayed or not.
set
Displays or hides geodetic pivots.
set value -
1 to display geodetic pivots, 0 to hide them. The default value is 0.
bool IsShowAmbient#
A value indicating whether the ambient pass buffer is displayed or not.
set
Enables or disables displaying the ambient pass buffer.
set value -
1 to display the ambient pass buffer, 0 to hide it. The default value is 0.
bool IsShowTransparent#
A value indicating whether the visualizer is displayed for transparent objects or not.
set
Displays or hides the visualizer for transparent objects.
set value -
1 to display the
visualizer for transparent objects,
0 to hide it. The default value is
0.
bool IsShowDynamic#
A value indicating whether the visualizer is displayed for dynamic objects or not.
set
Displays or hides the visualizer for dynamic objects.
set value -
1 to display the visualizer for dynamic objects, 0 to hide it. The default value is 0.
bool IsShowAlphaTest#
A value indicating whether the visualizer is displayed for transparent objects using alpha test or not.
set
Displays or hides the visualizer for transparent objects using alpha test.
set value -
1 to display the
visualizer for transparent objects using alpha test,
0 to hide it. The default value is
0.
bool IsShowCascades#
A value indicating whether world shadow cascades are displayed or not.
set
Displays or hides world shadow cascades.
set value -
1 to display world shadow cascades, 0 to hide them. The default value is 0.
bool IsShowOccluder#
A value indicating whether the buffer used for occluders is displayed in the viewport or not.
set
Displays or hides the buffer used for occluders.
set value -
1 to display the buffer used for occluders, 0 to hide it. The default value is 0.
bool IsShowMipmaps#
A value indicating whether texture mipmap levels are displayed or not.
set
Displays or hides texture mipmap levels.
set value -
1 to display texture mipmap levels, 0 to hide them. The default value is 0.
bool IsShowScissors#
A value indicating if scissor rectangles are displayed.
set
Displays or hides scissor rectangles.
set value -
1 to display scissor rectangles, 0 to hide them. The default value is 0.
bool IsShowDecals#
A value indicating whether the visualizer is displayed for decals or not.
set
Displays or hides the visualizer for decals.
set value -
1 to display the visualizer for decals, 0 to hide it. The default value is 0.
bool IsShowQueries#
A value indicating whether occlusion query boxes are displayed in the viewport or not.
set
Displays or hides occlusion query boxes.
set value -
1 to display occlusion query boxes, 0 to hide them. The default value is 0.
bool IsTransparentMultipleEnvProbes#
A value indicating if the transparent multiple environment probes pass is rendered.
set
Enables or disables rendering of the transparent multiple environment probes pass.
set value -
1 to render the transparent multiple environment probes pass, 0 to skip it. The default value is 1.
bool IsTransparentDeferred#
A value indicating if the transparent deferred pass is rendered.
set
Enables or disables rendering of the transparent deferred pass.
set value -
1 to render the transparent deferred pass, 0 to skip it. The default value is 1.
bool IsTransparentLight#
A value indicating if the transparent light pass is rendered.
set
Enables or disables rendering of the transparent light pass.
set value -
1 to render the transparent light pass, 0 to skip it. The default value is 1.
bool IsTransparentAmbient#
A value indicating if the transparent ambient pass is rendered.
set
Enables or disables rendering of the transparent ambient pass.
set value -
1 to render the transparent ambient pass, 0 to skip it. The default value is 1.
bool IsTransparentEnabled#
A value indicating if the transparent pass is rendered.
set
Enables or disables rendering of the transparent pass.
set value -
1 to render the transparent pass, 0 to skip it. The default value is 1.
bool IsScreenSpaceEffects#
A value indicating if rendering of screen-space effects is enabled.
set
Enables or disables rendering of screen-space effects.
set value -
1 to enable rendering of screen-space effects, 1 to skip them. The default value is 1.
bool IsPrePostMaterialsEnabled#
A value indicating if rendering of pre-post materials (post-process materials applied before all other unigine post-processes) is enabled.
set
Enables or disables rendering of pre-post materials (post-process materials applied before all other Unigine post-processes).
set value -
1 to render pre-post materials, 0 to skip them. The default value is 1.
int FieldShorelineResolution#
Resolution of the texture into which all textures set for all
FieldShoreline objects are rendered.
set
Set resolution of the texture into which all textures set for all
FieldShoreline objects are rendered.
set value -
General FieldShoreline texture resolution:
- 0 - 128 x 128 (by default).
- 1 - 256 x 256.
- 2 - 512 x 512.
- 3 - 1024 x 1024.
- 4 - 2048 x 2048.
- 5 - 4096 x 4096.
- 6 - 8192 x 8192.
bool IsFieldPrecision#
The value indicating the current precision of textures used for field objects.
set
Sets the precision of textures used for field objects.
set value -
Textures' precision:
- 0 - 16-bit precision R16 texture (by default).
- 1 - 32-bit precision R32F texture.
int FieldHeightResolution#
The value indicating the resolution of the
FieldHeight.
set
Sets the resolution of the
FieldHeight.
set value -
One of the following values:
- 0 - 128 x 128.
- 1 - 256 x 256.
- 2 - 512 x 512 (by default).
- 3 - 1024 x 1024.
- 4 - 2048 x 2048.
- 5 - 4096 x 4096.
- 6 - 8192 x 8192.
float CloudsNoiseStepSkip#
The current value of the noise step skip parameter for clouds. This parameter determines the amount of jitter in the areas between clouds, that is used to reduce banding effect due to insufficient number of steps.
set
Sets the value of the
noise step skip parameter for clouds. This parameter determines the amount of jitter in the areas between clouds, that is used to reduce banding effect due to insufficient number of steps.
set value -
New value of the noise step skip parameter for clouds. The default value is 0.3f.
float CloudsNoiseLighting#
The current value of the noise lighting parameter for the clouds. This parameter determines the amount of jitter for tracing steps of lighting calculation, that is used to reduce banding effect due to insufficient number of steps.
set
Sets the value of the
noise lighting parameter for clouds. This parameter determines the amount of jitter for tracing steps of lighting calculation, that is used to reduce banding effect due to insufficient number of steps.
set value -
New value of the noise lighting parameter for clouds. The default value is 0.3f.
float CloudsNoiseIterations#
The current value of the noise iterations parameter for the clouds. This parameter determines the amount of jitter, that is used to reduce banding effect due to insufficient number of steps.
set
Sets the value of the
noise iterations parameter for clouds. This parameter determines the amount of jitter, that is used to reduce banding effect due to insufficient number of steps.
set value -
New value of the noise iterations parameter for clouds. The default value is 0.1f.
float CloudsNoiseStep#
The current value of the noise step parameter for clouds. This parameter determines the amount of jitter in the areas within clouds, that is used to reduce banding effect due to insufficient number of steps.
set
Sets the value of the
noise step parameter for clouds. This parameter determines the amount of jitter in the areas within clouds, that is used to reduce banding effect due to insufficient number of steps.
set value -
New value of the noise step parameter for clouds. The default value is 0.3f.
float CloudsSoftIntersection#
set
Sets the
soft intersection distance for clouds.
set value -
Soft intersection distance (in meters) within the [0.0f; 100000.0f] range. The default value is 100.0f.
int CloudsSamplesCount#
The current
number of samples used for clouds rendering. The higher the value, the less noise in clouds rendering.
set
Sets the
number of samples used for clouds rendering. The higher the value, the less noise in clouds rendering.
set value -
Number of samples:
- 0 - low.
- 1 - medium.
- 2 - high (by default).
- 3 - ultra.
int CloudsDownsamplingRendering#
Current downsampling rendering setting for clouds. this parameter determines clouds resolution based on current screen resolution. it has a significant impact on performance.
set
Sets downsampling rendering for clouds. This parameter determines clouds resolution based on current screen resolution. It has a significant impact on performance.
set value -
One of the following values:
- 0 - full.
- 1 - half (by default).
- 2 - quarter.
int CloudsInterleavedRendering#
set
Enables or disables
interleaved rendering mode for clouds.
NoticeIn cases when clouds are viewed from the ground, or from above (at significant distance) and viewer's velocities are less than 200 units per second, this parameter can be used to provide a significant gain in performance.
set value -
Interleaved rendering mode for clouds:
- 0 - disabled (by default).
- 1 - 2 x 2.
- 2 - 4 x 4.
- 3 - 8 x 8.
int CloudsDynamicCoverageResolution#
Current dynamic coverage resolution setting for clouds. this parameter determines the quality of dynamic coverage texture for
FieldWeather objects. Higher values make it possible to preserve texture details at high distances.
set
Sets dynamic coverage resolution for clouds. This parameter determines the quality of dynamic coverage texture for
FieldWeather objects. Higher values make it possible to preserve texture details at high distances.
NoticeIncreased resolution significantly affects performance.
set value -
One of the following values:
- 0 - 128 x 128.
- 1 - 256 x 256 (by default).
- 2 - 512 x 512.
- 3 - 1024 x 1024.
- 4 - 2048 x 2048.
float CloudsDynamicCoverageArea#
Current dynamic coverage area for clouds. this parameter determines visibility distance for coverage of
FieldWeather objects.
set
Sets dynamic coverage area for clouds. This parameter determines visibility distance for coverage of
FieldWeather objects.
NoticeIncreasing dynamic coverage area leads to reduction of quality of FieldWeather coverage texture and loss of details. This effect can be mitigated by increasing dynamic coverage resolution using
setCloudsDynamicCoverageResolution() method.
set value -
Dynamic coverage area, in units. The default value is 10 000.
float CloudsLightingConeRadius#
set
Sets
lighting cone sampling radius for clouds lighting.
NoticeLow values may result in unnatural behavior as the position of the sun changes.
set value -
Lighting cone radius in range [0.0f; 1.0f]. The default value is 0.3.
float CloudsLightingTraceLength#
The current
lighting trace length for clouds. This parameter determines the maximum length of a sun ray inside a cloud.
set
Sets the
lighting trace length for clouds. This parameter determines the maximum length of a sun ray inside a cloud.
set value -
Lighting trace length in range [1.0f; 2048.0f], in units. The default value is 230.0f.
int CloudsSamplingQuality#
The current
sampling quality set for clouds. This parameter sets the number of noise samples that affects the cloud shape processing quality. The higher the value, the less visual artifacts.
set
Sets
sampling quality for clouds. This parameter sets the number of noise samples that affects the cloud shape processing quality. The higher the value, the less visual artifacts.
NoticeVisual difference between low and ultra quality is not significant. Therefore, it is recommended to use low settings, when possible, to gain performance.
set value -
Sampling quality:
- 0 - low quality (higher cloud density).
- 1 - medium quality (by default).
- 2 - high quality.
- 3 - ultra quality (lower density, the clouds are softer).
int CloudsLightingQuality#
The current
lighting quality setting for clouds. This parameter determines the number of samples used to calculate lighting for clouds.
set
Sets
lighting quality for clouds. This parameter determines the number of samples used to calculate lighting for clouds.
NoticeThis parameter has a significant impact on performance. Therefore, it is recommended to use low settings, when possible.
set value -
One of the following values:
- 0 - 1 sample, low quality.
- 1 - 3 samples, medium quality (by default).
- 2 - 5 samples, high quality.
- 3 - 6 samples, ultra quality.
bool IsCloudsSimplifiedDepthTest#
The value indicating if simplified depth test for clouds is enabled.
set
Enables or disables simplified depth test for clouds.
set value -
1 to enable simplified depth test for clouds, 0 to disable. The default value is 1.
bool IsCloudsTransparentOrder#
set
Enables or disables rendering of clouds
after all transparent objects (except water).
set value -
1 to enable rendering of clouds after transparent, 0 to disable. The default value is 0.
bool IsCloudsShadowShafts#
The value indicating if shadow shafts for clouds are enabled.
set
Enables or disables shadow shafts for clouds.
set value -
1 to enable shadow shafts for clouds, 0 to disable. The default value is 1.
bool IsCloudsGroundShadows#
A value indicating if rendering of shadows from the clouds on the ground is enabled.
set
Enables or disables rendering of shadows from the clouds on the ground.
set value -
1 to enable rendering of shadows from the clouds on the ground, 0 to disable it. The default value is 1.
bool IsCloudsEnabled#
A value indicating if rendering of clouds is enabled.
set
Enables or disables clouds rendering.
set value -
0 to skip rendering of clouds, 1 to render clouds. The default value is 1.
int WaterAnisotropy#
Current water texture anisotropy level.
set
Sets water texture anisotropy level.
set value -
Anisotropy level:
- 0 - anisotropy level 1.
- 1 - anisotropy level 2 (by default).
- 2 - anisotropy level 4.
- 3 - anisotropy level 8.
- 4 - anisotropy level 16.
int WaterRefractionQuality#
Current quality of water refraction.
NoticeTo get the value via the console, use the
render_water_refraction_quality console variable.
set
Sets the quality of water refraction.
NoticeTo set the value via the console, use the
render_water_refraction_quality console command.
set value -
Refraction quality:
- 0 - low quality.
- 1 - medium quality.
- 2 - high quality (by default).
- 3 - ultra quality.
int WaterSSRQuality#
The resolution of water ssr (screen space reflections).
set
Sets the resolution of water SSR (Screen Space Reflections).
set value -
Water SSR quality:
- 0 - low quality.
- 1 - medium quality (by default).
- 2 - high quality.
- 3 - ultra quality.
bool IsWaterLights#
A value indicating if rendering of lights on the water surface is enabled.
set
Enables or disables rendering of lights on the water surface.
set value -
1 to enable rendering of lights on the water surface, 0 to disable it. The default value is 1.
bool IsWaterVoxelProbes#
A value indicating if voxel probes are enabled for water rendering.
set
Enables or disables voxel probes for water rendering.
set value -
1 to enable voxel probes for water rendering, 0 to disable it. The default value is 1.
bool IsWaterEnvironmentProbes#
A value indicating if rendering of environment probes on the water surface is enabled.
set
Enables or disables rendering of environment probes on the water surface.
set value -
1 to enable rendering of environment probes on the water surface, 0 to disable it. The default value is 1.
bool IsWaterOpacityDepth#
A value indicating if depth data for water is written to the opacity buffer.
set
Enables or disables writing depth data for water to the opacity buffer.
set value -
1 to enable writing depth data for water to the opacity buffer, 0 to disable it. The default value is 1.
bool IsWaterShafts#
A value indicating if rendering of underwater shafts is enabled.
set
Enables or disables rendering of underwater shafts.
set value -
1 to enable rendering of underwater shafts, 0 to disable it. The default value is 1.
bool IsWaterShorelineWetness#
A value indicating if the wetness effect for objects near the shoreline is enabled.
set
Enables or disables the wetness effect for objects near the shoreline.
set value -
1 to enable shoreline wetness, 0 to disable it. The default value is 1.
bool IsWaterSSRIncreasedAccuracy#
A value indicating if increased accuracy option is enabled for the water ssr (screen space reflections).
set
Enables or disables increased accuracy for the water SSR (Screen Space Reflections). This option reduces visual artifacts by increasing accuracy of the last step.
set value -
1 to enable increased accuracy for the water SSR, 0 to disable. The default value is 0.
bool IsWaterSSR#
The value indicating if the ssr (screen space reflections) effect is enabled for water.
NoticeTo get the value via the console, use the
render_water_ssrconsole variable.
set
Enables or disables the SSR (Screen Space Reflections) effect for water.
NoticeTo set the value via the console, use the
render_water_ssrconsole command.
set value -
1 to enable the SSR effect for water, 0 to disable.
bool IsWaterEnabled#
A value indicating if rendering of water is enabled.
set
Enables or disables water rendering.
set value -
0 to skip rendering of water, 1 to render water. The default value is 1.
int TerrainGlobalAnisotropy#
The current
global terrain texture anisotropy level (degree of anisotropic filtering). Anisotropy for the global terrain has a big impact for the performance if terrain has a lot of tiled detail materials.
set
Sets the
global terrain texture anisotropy level (degree of anisotropic filtering). Anisotropy for the global terrain has a huge impact for the performance if terrain has a lot of tiled detail materials as anisotropy filtering for the terrain is much slower than for the other objects.
set value -
Anisotropy level:
- 0 - anisotropy level 1.
- 1 - anisotropy level 2.
- 2 - anisotropy level 4 (by default).
- 3 - anisotropy level 8.
- 4 - anisotropy level 16.
bool IsTerrainGlobalHoles#
A value indicating if decal-based holes are enabled for the
global terrain.
set
Sets a value indicating if decal-based holes for the
global terrain are enabled.
set value -
true to enable decal-based holes for the
global terrain; otherwise,
false.
bool IsTerrainGlobalDisplacementNormal#
A value indicating if displacement mapping for the
global terrain rendering uses normals.
set
Enables or disables use of normals in displacement mapping for
global terrain rendering.
set value -
1 to enable displacement mapping for the global terrain; 0 to disable it. The default value is 1.
bool IsTerrainGlobalDisplacement#
A value indicating if displacement mapping is enabled for the
global terrain.
set
Enables or disables displacement mapping for the
global terrain.
set value -
1 to enable displacement mapping for the global terrain; 0 to disable it. The default value is 1.
bool IsTerrainGlobalTriplanar#
A value indicating if triplanar texture mapping is enabled for the global terrain.
set
Enables or disables triplanar texture mapping for the
global terrain.
set value -
true to enable triplanar texture mapping for the global terrain; false to use planar UV mapping instead.
float SSDirtConvexityMetalnessVisibility#
The current
metalness visibility value for convexities. A multiplier that determines the degree of impact of the effect on metalness buffer. The SSDirt effect must be enabled (see the
setSSDirt() method).
set
Sets the
metalness visibility value for convexities. A multiplier that determines the degree of impact of the effect on metalness buffer. The SSDirt effect must be enabled (see the
setSSDirt() method).
set value -
Metalness visibility value to be set for convexities in the range [0.0f, 1.0f]. The higherthe value the more metalness buffer is affected. The default value is 0.0f.
float SSDirtConvexityMetalness#
The current
metalness value for convexities. The SSDirt effect must be enabled (see the
setSSDirt() method).
set
Sets the
metalness value for convexities. The SSDirt effect must be enabled (see the
setSSDirt() method).
set value -
Metalness value for convexities in the range [0.0f, 1.0f]. When set to 0 (by default), the SSDirt effect does not modify metalness buffer in convex areas.
float SSDirtConvexityExponent#
The current
exponent value that determines the rate of gradual change of intensity along the radius for convexities. The SSDirt effect must be enabled (see the
setSSDirt() method).
set
Sets the
exponent value that determines the rate of gradual change of intensity along the radius for convexities. The SSDirt effect must be enabled (see the
setSSDirt() method).
set value -
Exponent value to be set for convexities. Lower values make gradual change of intensity smoother. The default value is 1.0f.
vec4 SSDirtConvexityColor#
The current
color multiplier for the Albedo texture used for convexities (global wear and scratch color pattern). The SSDirt effect must be enabled (see the
setSSDirt() method).
set
Sets the
color multiplier for the Albedo texture used for convexities (global wear and scratch color pattern). The SSDirt effect must be enabled (see the
setSSDirt() method).
set value -
Color multiplier for the Albedo texture used for convexities. By default, the color is white.
float SSDirtConvexityTextureSize#
The current scaling factor for the textures used for convexities. the
SSDirt effect must be enabled (see the
setSSDirt() method).
set
Sets the scaling factor for the textures used for convexities. The
SSDirt effect must be enabled (see the
setSSDirt() method).
set value -
Scaling factor to be set for the textures used for convexities. The default value is 1.0f
float SSDirtCavityMetalnessVisibility#
The current
metalness visibility value for cavities. A multiplier that determines the degree of impact of the effect on metalness buffer. The SSDirt effect must be enabled (see the
setSSDirt() method).
set
Sets the
metalness visibility value for cavities. A multiplier that determines the degree of impact of the effect on metalness buffer. The SSDirt effect must be enabled (see the
setSSDirt() method).
set value -
Metalness visibility value to be set for cavities in the range [0.0f, 1.0f]. The higherthe value the more metalness buffer is affected. The default value is 0.0f.
float SSDirtCavityMetalness#
The current
metalness value for cavities. The SSDirt effect must be enabled (see the
setSSDirt() method).
set
Sets the
metalness value for cavities. The SSDirt effect must be enabled (see the
setSSDirt() method).
set value -
Metalness value for cavities in the range [0.0f, 1.0f]. When set to 0 (by default), the SSDirt effect does not modify metalness buffer in cavities.
float SSDirtCavityExponent#
The current
exponent value that determines the rate of gradual change of intensity along the radius for cavities. The SSDirt effect must be enabled (see the
setSSDirt() method).
set
Sets the
exponent value that determines the rate of gradual change of intensity along the radius for cavities. The SSDirt effect must be enabled (see the
setSSDirt() method).
set value -
Exponent value to be set for cavities. Lower values make gradual change of intensity smoother. The default value is 1.0f.
vec4 SSDirtCavityColor#
The current
color multiplier for the Albedo texture used for cavities (global dirt and dust color pattern). The SSDirt effect must be enabled (see the
setSSDirt() method).
set
Sets the
color multiplier for the Albedo texture used for cavities (global dirt and dust color pattern). The SSDirt effect must be enabled (see the
setSSDirt() method).
set value -
Color multiplier for the Albedo texture used for cavities. By default, the color is white.
float SSDirtCavityTextureSize#
The current scaling factor for the textures used for cavities. the
SSDirt effect must be enabled (see the
setSSDirt() method).
set
Sets the scaling factor for the textures used for cavities. The
SSDirt effect must be enabled (see the
setSSDirt() method).
set value -
Scaling factor to be set for the textures used for cavities. The default value is 1.0f
string SSDirtConvexityShadingTextureName#
The name of the shading texture used for convexities.
Red channel of this texture defines metalness pattern for all convexities globally (other channels are ignored). The SSDirt effect must be enabled (see the
setSSDirt() method).
set
Sets the name of the shading texture to be used for convexities.
Red channel of this texture defines metalness pattern for all convexities globally (other channels are ignored). The SSDirt effect must be enabled (see the
setSSDirt() method).
set value -
Name of the shading texture to be used for convexities.
string SSDirtConvexityAlbedoTextureName#
The name of the albedo texture used for convexities. this texture defines wear and scratch color pattern for all convexities globally. the ssdirt effect must be enabled (see the
setSSDirt() method).
set
Sets the name of the albedo texture to be used for convexities. This texture defines wear and scratch color pattern for all convexities globally. The SSDirt effect must be enabled (see the
setSSDirt() method).
set value -
Name of the albedo texture to be used for convexities.
string SSDirtCavityShadingTextureName#
The name of the shading texture used for cavities.
Red channel of this texture defines metalness pattern for all cavities globally (other channels are ignored). The SSDirt effect must be enabled (see the
setSSDirt() method).
set
Sets the name of the shading texture to be used for cavities.
Red channel of this texture defines metalness pattern for all cavities globally (other channels are ignored). The SSDirt effect must be enabled (see the
setSSDirt() method).
set value -
Name of the shading texture to be used for cavities.
string SSDirtCavityAlbedoTextureName#
The name of the albedo texture used for cavities. this texture defines dirt and dust color pattern for all cavities globally. the ssdirt effect must be enabled (see the
setSSDirt() method).
set
Sets the name of the albedo texture to be used for cavities. This texture defines dirt and dust color pattern for all cavities globally. The SSDirt effect must be enabled (see the
setSSDirt() method).
set value -
Name of the albedo texture to be used for cavities.
bool IsSSDirtIncreaseAccuracy#
A value indicating if increased accuracy for the
SSDirt effect is enabled. This option should be used to remove visual artefacts along the screen edges, in case if they appear. Otherwise, it should be disabled. The SSDirt effect must be enabled (see the
setSSDirt() method).
set
Enables or disables increased accuracy for the
SSDirt effect. This option should be used to remove visual artefacts along the screen edges, in case if they appear. Otherwise, it should be disabled. The SSDirt effect must be enabled (see the
setSSDirt() method).
set value -
1 to enable increased accuracy for the SSDirt effect, 0 to disable it. The default value is 0.
float SSDirtPerspective#
The current
perspective value, that determines the degree of impact of distance from the camera on the radius of the Screen-Space Dirt effect:
- 0.0f - radius of the effect is bound to screen space (it remains constant relative to screen size, regardless of the distance to the camera).
- 1.0f - radius of the effect is bound to world space (it remains the same relative to objects, i.e. gets smaller as the camera moves away from them).
The SSDirt effect must be enabled (see the
setSSDirt() method).
set
Sets the
perspective value,that determines the degree of impact of distance from the camera on the radius of the Screen-Space Dirt effect:
- 0.0f - radius of the effect is bound to screen space (it remains constant relative to screen size, regardless of the distance to the camera).
- 1.0f - radius of the effect is bound to world space (it remains the same relative to objects, i.e. gets smaller as the camera moves away from them).
The SSDirt effect must be enabled (see the
setSSDirt() method).
set value -
Perspective value to be set in the range [0.0f, 1.0f]. The default value is 0.02f
float SSDirtAngleBias#
Sets the angle bias value to limit the
SSDirt effect where information cannot be obtained. This parameter can be used to remove visual artefacts at the edges of polygons. The SSDirt effect must be enabled (see the
setSSDirt() method).
NoticeThis parameter affects both, concave and convex areas.
set
Sets the angle bias value to limit the
SSDirt effect where information cannot be obtained. This parameter can be used to remove visual artefacts at the edges of polygons. The SSDirt effect must be enabled (see the
setSSDirt() method).
NoticeThis parameter affects both, concave and convex areas.
set value -
Angle bias value to be set in the range [0.0f; 1.0f]. The default value is 0.35f.
float SSDirtThreshold#
The current
threshold value of the SSDirt effect. The SSDirt effect must be enabled (see the
setSSDirt() method).
set
Sets the
threshold of the SSDirt effect. It determines depth limit for the SSDirt effect in areas where information cannot be obtained. The SSDirt effect must be enabled (see the
setSSDirt() method).
set value -
SSDirt threshold value to be set in the range [0.0f; 1.0f]. Higher values make the effect less pronounced. The default value is 1.0f.
float SSDirtRadius#
The current
size of the SSDirt effect. The SSDirt effect must be enabled (see the
setSSDirt() method).
set
Sets the
size of the SSDirt effect. The SSDirt effect must be enabled (see the
setSSDirt() method).
set value -
Size of the SSDirt effect to be set. The default value is 1.0f.
float SSDirtIntensity#
The current
intensity of the SSDirt effect. The SSDirt effect must be enabled (see the
setSSDirt() method).
set
Sets the
intensity of the SSDirt effect. The SSDirt effect must be enabled (see the
setSSDirt() method).
set value -
Intensity of the SSDirt effect.
- By the minimum value of 0.0f, the effect is not visible.
- Higher values make the effect more pronounced.
The default value is
1.0f.
int SSDirtResolution#
The current
resolution of the SSDirt effect. The SSDirt effect must be enabled (see the
setSSDirt() method).
set
Sets the
resolution of the SSDirt effect. The SSDirt effect must be enabled (see the
setSSDirt() method).
NoticeThis parameter significantly affects performance, so choose it reasonably.
set value -
Resolution of the SSDirt effect to be set:
- 0 - quarter
- 1 - half (by default)
- 2 - full
int SSDirtQuality#
The current
quality of the SSDirt effect. The SSDirt effect must be enabled (see the
setSSDirt() method).
set
Sets the
quality for the SSDirt effect. The SSDirt effect must be enabled (see the
setSSDirt() method).
NoticeThis parameter significantly affects performance, so choose it reasonably.
set value -
SSDirt effect quality to be set:
- 0 - low
- 1 - medium
- 2 - high (by default)
- 3 - ultra
bool IsSSDirt#
The value indicating if the
Screen-Space Dirt (SSDirt) effect is enabled.
NoticeTo check whether the effect is enabled via the Console, use the
render_ssdirtconsole variable.
set
Sets the value indicating if the
Screen-Space Dirt (SSDirt) effect is enabled.
NoticeTo enable/disable the effect via the Console, use the
render_ssdirtconsole command.
set value -
1 to enable the SSDirt effect, 0 to disable it.
float SSBevelRadius#
The current
size of the screen-space bevel effect.
set
Sets the
size of the screen-space bevel effect.
set value -
Size of the bevel effect in range [0.0f; 10.0f]. The default value is 10.0f.
bool IsSSBevelNoise#
The value indicating if the
noise that smooths bevels is enabled. It is recommended to use the noise with
TAA enabled to avoid visual artifacts. The bevel noise is applied at a certain distance from the camera (i.e. if the camera is too far from the object with bevels, the noise won't be applied).
set
Sets the value indicating if the
noise that smooths bevels is enabled. It is recommended to use the noise with
TAA enabled to avoid visual artifacts. The bevel noise is applied at a certain distance from the camera (i.e. if the camera is too far from the object with bevels, the noise won't be applied).
set value -
1 to enable smoothing, 0 to disable it.
int SSBevelQuality#
set
Sets the
quality mode for the screen-space bevels.
set value -
The quality mode:
- 0 - low
- 1 - medium (by default)
- 2 - high
int SSBevelVertexNormal#
The current
mode of the screen-space bevels rendering:
- Better Edges smooths vertex and surface normals of the object. In this mode, the relief created by using Normal Mapping will be smoothed along with the mesh edges.
- Better Normals smooths only vertex normals. In this mode, only edges of the mesh geometry will be bevelled.
set
Sets the
mode of the screen-space bevels rendering:
- Better Edges smooths vertex and surface normals of the object. In this mode, the relief created by using Normal Mapping will be smoothed along with the mesh edges.
- Better Normals smooths only vertex normals. In this mode, only edges of the mesh geometry will be bevelled.
set value -
The mode of bevels rendering:
- 0 - the Better Edges mode.
- 1 - the Better Normals mode.
bool IsSSBevel#
The value indicating if the screen-space bevels are enabled.
set
Sets the value indicating if the screen-space bevels are enabled.
set value -
1 to enable the effect, 0 to disable it.
bool IsScreenPrecision#
A value indicating the current screen precision. this parameter determines the texture format used for screen hdr buffers.
set
Sets screen precision. This parameter determines the texture format used for screen HDR buffers.
set value -
One of the following values:
- 0 - RG11B10F.
- 1 - RGBA16F (by default).
bool IsShadowsFilterNoise#
A value indicating if noise for shadow filtering is enabled. this noise is used for smoothing.
NoticeTo get the value via the console, use the
render_shadows_filter_noise console variable.
set
Enables or disables noise for shadow filtering. This noise is used for smoothing.
NoticeTo set the value via the console, use the
render_shadows_filter_noise console command.
set value -
1 to enable noise for shadow filtering, 0 to disable. The default value is 1.
int ShadowsFilterMode#
The global filtering mode currently used for shadows from all light sources by default. this mode determines quality of soft shadows, it is used to reduce the stair-step effect making the edges smoother.
Higher quality produces
smoother shadow edges.
Notice
- You can set filtering mode or disable filtering for each light source individually.
- To get the value via the console, use the
render_shadows_filter_mode console variable.
set
Sets the global filtering mode to be used for shadows from all light sources by default. This mode determines quality of soft shadows.
Higher quality produces
smoother shadow edges.
Notice
- You can set filtering mode or disable filtering for each light source individually.
- To set the value via the console, use the
render_shadows_filter_mode console variable.
set value -
Global filtering mode to be used for shadows from all light sources:
- 0 - filtering for shadows is disabled, the stair-step effect is clearly seen at the edges of shadows.
- 1 — low quality
- 2 — medium quality
- 3 — high quality
- 4 — ultra quality
bool IsShadowsPenumbraNoise#
A value indicating if noise for penumbra rendering is enabled. this noise is used for smoothing.
NoticeTo get the value via the console, use the
render_shadows_penumbra_noise console variable.
set
Enables or disables noise for penumbra rendering. This noise is used for smoothing.
NoticeTo set the value via the console, use the
render_shadows_penumbra_noise console command.
set value -
1 to enable noise for penumbra rendering, 0 to disable. The default value is 1.
int ShadowsPenumbraMode#
The global quality mode currently used for rendering penumbra from all light sources by default. this mode enables simulation of real-world shadows by keeping sharp contact shadows closer to the base and softening the farther the shadow stretches away.
Higher values produce
softer shadows.
Notice
- You can set penumbra quality mode or disable penumbra rendering for each light source individually.
- To get the value via the console, use the
render_shadows_penumbra_mode console variable.
set
Sets the global quality mode to be used for rendering penumbra from all light sources by default. This mode enables simulation of real-world shadows by keeping sharp contact shadows closer to the base and softening the farther the shadow stretches away.
Higher values produce
softer shadows.
Notice
- You can set penumbra quality mode or disable penumbra rendering for each light source individually.
- To set the value via the console, use the
render_shadows_penumbra_mode console variable.
set value -
Global quality mode to be used for rendering penumbra from all light sources:
- 0 - penumbra rendering is disabled, shadow edges are crisp and sharp (no shadow softness at all).
- 1 — low quality
- 2 — medium quality
- 3 — high quality
- 4 — ultra quality
bool IsShadowsScreenSpace#
The value indicating if screen space shadows are enabled. they provide high-quality penumbra, per-light work, per-pixel detail at any zoom level and infinite visibility distance (when enabled, distant objects can cast shadows next to the horizon). supports depth cutout parallax. screen space shadows can be mixed with regular ones.
NoticeTo get the value via the console, use the
render_shadows_screenspace console variable.
set
Enables or disables screen space shadows. They provide high-quality penumbra, per-light work, per-pixel detail at any zoom level and infinite visibility distance (when enabled, distant objects can cast shadows next to the horizon). Supports depth cutout parallax. Screen space shadows can be mixed with regular ones.
NoticeTo set the value via the console, use the
render_shadows_screenspace console command.
set value -
1 to enable screen space shadows, 0 to disable. The default value is 1.
bool IsShadowsAlphaTest#
A value indicating if alpha test is enabled for shadows.
set
Enables or disables alpha test for shadows.
set value -
1 to enable alpha test for shadows, 0 to disable it. The default value is 1.
bool IsShadowsWorldLerpCascades#
The value indicating if shadows cascades lerp is enabled.
set
Enables or disables shadows cascades lerp.
set value -
1 to enable shadows cascades lerp, 0 to disable it. The default value is 1.
float ShadowsTranslucentDepth#
The global translucence depth value defining how deep the light goes through translucent objects shifting the shadow.
set
Sets the global translucence depth value defining how deep the light goes through translucent objects shifting the shadow.
set value -
Global translucence depth to be used. The higher the value, the deeper the light penetrates translucent objects shifting the shadow.
bool IsShadows#
A value indicating whether shadows are rendered or not.
set
Enables or disables shadows rendering.
set value -
1 to enable shadows rendering, 0 to skip it. The default value is 1.
bool IsLightsLensFlares#
set
Enables or disables rendering of
per-light lens flares.
set value -
1 to enable rendering of per-light lens flares, 0 to disable it. The default value is 1.
int LightsForwardPerObjectVoxel#
The current maximum number of voxel probes per object (available only for materials rendered in the forward rendering pass).
set
Sets the maximum number of voxel probes per object (available only for materials rendered in the
forward rendering pass). You should set the nonzero value to increase performance: it is recommended to use not more than
4 projected lights per object.
set value -
Maximum number of voxel probes per object within the [0; 128] range.
int LightsForwardPerObjectEnv#
The current maximum number of environment probes per object (available only for materials rendered in the forward rendering pass).
set
Sets the maximum number of environment probes per object (available only for materials rendered in the forward rendering pass). You should set the nonzero value to increase performance: it is recommended to use not more than
4 environment probes per object.
set value -
Maximum number of environment probes per object within the [0; 128] range. The default value is 4.
int LightsForwardPerObjectProj#
The current maximum number of projected lights per object (available only for materials rendered in the
forward rendering pass).
set
Sets the maximum number of projected lights per object (available only for materials rendered in the
forward rendering pass). You should set the nonzero value to increase performance: it is recommended to use not more than
4 projected lights per object.
set value -
Maximum number of projected lights per object within the [0; 128] range. The default value is 4.
int LightsForwardPerObjectOmni#
The current maximum number of omni lights per object (available only for materials rendered in the
forward rendering pass).
set
Sets the maximum number of omni lights per object (available only for materials rendered in the
forward rendering pass). You should set the nonzero value to increase performance: it is recommended to use not more than
4 omni lights per object.
set value -
Maximum number of omni lights per object within the [0; 128] range. The default value is 4.
int LightsForwardPerObjectWorld#
The current maximum number of world lights per object (available only for materials rendered in the
forward rendering pass).
set
Sets the maximum number of world lights per object (available only for materials rendered in the
forward rendering pass). You should set the nonzero value to increase performance: it is recommended to use not more than
4 world lights per object.
set value -
Maximum number of world lights per object within the [0; 128] range. The default value is 4.
int LightsInterleavedSamples#
The value of the interleaved rendering mode.
set
Sets one of the two interleaved rendering modes defining the number of pixels to be skipped when rendering lights during the deferred pass with subsequent reconstruction of neighboring pixels using the data from previous frames.
set value -
Interleaved rendering mode for lighting during the deferred pass to be set, one of the following:
- 0 - half of all pixels is rendered skipping each second line (1 x 2)
- 1 - quarter of all pixels is rendered skipping each second line and row (2 x 2)
int LightsInterleavedColorClamping#
The current color clamping mode used for interleaved lights rendering mode.
set
Sets the color clamping mode to be used for interleaved lights rendering mode. This mode is used to reduce ghosting effect: higher values increase clamping intensity but may cause flickering on rippled reflective surfaces (as this mode is not so good at object's edges). When disabled, shadows and reflections have a lag as they are several frames behind.
set value -
Color clamping mode to be used, one of the following values:
- 0 - color clamping is disabled
- 1 - low clamping
- 2 - medium clamping
- 3 - high clamping
bool IsLightsInterleavedCatmullResampling#
A value indicating if the catmull-rom resampling for interleaved lights rendering mode is enabled.
set
Sets a value indicating if the Catmull-Rom resampling for interleaved lights rendering mode is enabled. This mode allows you to reduce image blurring when the camera moves forward/backward.
set value -
1 to enable the Catmull-Rom resampling for interleaved lights rendering mode, 0 to disable it.
bool IsLightsInterleaved#
A value indicating if interleaved mode for rendering lights during the deferred pass is enabled.
set
Sets a value indicating if interleaved mode for rendering lights during the deferred pass is enabled. When enabled, lights are rendered in half resolution with subsequent reconstruction of neighboring pixels using the data from previous frames. This mode requires a high framerate (60+ FPS), otherwise anti-aliasing quality reduces and ghosting effect becomes more pronounced. Recommended for relatively static scenes which contain a lot of light sources and do not have a lot of reflective surfaces (in case of small number of light sources may reduce performance).
set value -
1 to enable interleaved lights rendering mode, 0 to disable it.
int LightsTileGridSize#
The current number of grid tiles per axis for tiled rendering optimization. during this optimization, the screen space is divided into tiles that render lights in
batches. The optimization works only for omni lights with point shape and without shadows.
set
Sets the number of grid tiles per axis for tiled rendering optimization. During this optimization, the screen space is divided into tiles that render lights in
batches. The optimization works only for omni lights with point shape and without shadows.
set value -
Number of grid tiles per axis within the [1; 32] range. The default value is 8.
int LightsMaxPerBatch#
The current maximum number of lights rendered by a
tile per batch call. With lights batching optimization, omni lights divided into tiles are rendered in batches: each tile renders the specified number of lights per batch. It allows decreasing the number of DIP calls and increasing performance. The optimization works only for omni lights with point shape and without shadows.
set
Sets the maximum number of lights rendered by a
tile per batch call.
With lights batching optimization, omni lights divided into tiles are rendered in batches: each tile renders the specified number of lights per batch. It allows decreasing the number of DIP calls and increasing performance. The optimization works only for omni lights with point shape and without shadows.
set value -
Maximum number of lights per batch within the
[0; 1024] range. The default value is
1024.
Notice0 disables batching optimization.
bool IsLightsEnabled#
A value indicating if rendering of lights is enabled.
set
Enables or disables lights rendering.
set value -
0 to skip rendering of lights, 1 to render lights. The default value is 1.
vec2 OccludersShadowsResolution#
set
Sets the resolution of the texture, to which
occluders for shadows are rendered.
set value -
Texture resolution (X, Y), in pixels. Available values are from (1, 1) to (1024, 1024). The default value is (512, 512).
bool IsOccludersShadows#
The value indicating whether rendering of occluders for shadows is enabled.
set
Sets the value indicating whether rendering of occluders for shadows is enabled.
set value -
1 to enable rendering of occluders for shadows, 0 to disable it. The default value is 0.
vec2 OccludersResolution#
The current resolution of the texture, to which
occluders are rendered.
set
Sets the resolution of the texture, to which
occluders are rendered.
set value -
Texture resolution (X, Y), in pixels. Available values are from (1, 1) to (1024, 1024). The default value is (128, 64).
bool IsOccluders#
A value indicating if rendering of occluders is enabled.
NoticeTo get the value via the console, use the
render_occluders
console variable.
set
Enables or disables rendering of occluders.
NoticeTo set the value via the console, use the
render_occluders
console command.
set value -
1 to enable rendering of occluders, 0 to disable it. The default value is 1.
int OcclusionQueriesNumFrames#
The current number of frames for additional hardware occlusion query test performed before sending data to gpu.
set
Sets the number of frames for additional hardware occlusion query test performed before sending data to GPU.
set value -
Number of frames. The value within the [0; 1024] range. The default value is 5.
bool IsOcclusionQueries#
A value indicating if additional hardware occlusion query test before sending data to gpu is enabled.
set
Enables or disables additional hardware occlusion query test before sending data to GPU.
set value -
1 to enable additional hardware occlusion query test, 0 to disable it. The default value is 1.
quat SkyRotation#
Sky rotation.
set
Sets sky rotation.
set value -
Sky rotation quaternion.
float EnvironmentSkyIntensity#
The intensity of the environment sky set for the preset that overlays the other ones. to get the sky intensity for the specific preset, use
RenderEnvironmentPreset.SkyIntensity.
Source code (C#)// get a sky intensity for the preset that overlays the others
Render.EnvironmentSkyIntensity;
// get a sky intensity for the second environment preset
RenderEnvironmentPreset preset = Render.GetEnvironmentPreset(1);
preset.SkyIntensity;
float EnvironmentReflectionIntensity#
The intensity of the environment reflections for the preset that overlays the other ones.
0 value means no environment reflections for the preset. To get the reflection intensity for the specific preset, use
RenderEnvironmentPreset.ReflectionIntensity.
Source code (C#)// get a reflection intensity for the preset that overlays the others
Render.EnvironmentReflectionIntensity;
// get a reflection intensity for the second environment preset
RenderEnvironmentPreset preset = Render.GetEnvironmentPreset(1);
preset.ReflectionIntensity;
float EnvironmentAmbientIntensity#
The intensity of the environment ambient lighting for the preset that overlays the other ones.
0 value means no environment ambient lighting for the preset. The higher the value, the more ambient lighting affects environment. To get the ambient intensity for the specific preset, use
RenderEnvironmentPreset.AmbientIntensity.
Source code (C#)// get an ambient intensity for the preset that overlays the others
Render.EnvironmentAmbientIntensity;
// get an ambient intensity for the second environment preset
RenderEnvironmentPreset preset = Render.GetEnvironmentPreset(1);
preset.AmbientIntensity;
float EnvironmentHazeDensity#
The
haze density set for the preset that overlays the other ones.
To get the haze density for the specific preset, use
RenderEnvironmentPreset.HazeDensity.
Source code (C#)// get a haze density for the preset that overlays the others
Render.EnvironmentHazeDensity;
// get a haze density for the second environment preset
RenderEnvironmentPreset preset = Render.GetEnvironmentPreset(1);
preset.HazeDensity;
float EnvironmentHazeMaxDistance#
The distance starting at which the haze becomes completely solid, so nothing will be seen behind. to get the haze maximum visibility distance for the specific preset, use
RenderEnvironmentPreset.HazeMaxDistance.
Source code (C#)// get a haze maximum visibility distance for the preset that overlays the others
Render.EnvironmentHazeMaxDistance;
// get a haze maximum visibility distance for the second environment preset
RenderEnvironmentPreset preset = Render.GetEnvironmentPreset(1);
preset.HazeMaxDistance;
vec4 EnvironmentHazeColor#
The current
haze color for the preset that overlays the other ones.
To get the haze color for the specific preset, use
RenderEnvironmentPreset.HazeColor.
Source code (C#)// get a haze color for the preset that overlays the others
Render.EnvironmentHazeColor;
// get a haze color for the second environment preset
RenderEnvironmentPreset preset = Render.GetEnvironmentPreset(1);
preset.HazeColor;
int EnvironmentCubemapBlendMode#
The current environment cubemap blending mode.
set
Sets the environment cubemap blending mode.
set value -
Cubemap blending mode:
- 0 - alpha blend (by default).
- 1 - additive blend.
- 2 - multiply.
- 3 - overlay.
int EnvironmentHazeGradient#
The current environment haze gradient mode.
set
Sets the environment haze gradient mode.
set value -
Haze gradient mode:
- 0 should be used for short distance range (e.g. near-surface haze).
- 1 should be used for long distance range (e.g. hazy mountains).
int EnvironmentHazeMode#
The current
mode set for the haze effect.
set
Sets the
mode for the haze effect.
set value -
Haze mode: one of the
HAZE_* variables.
bool IsEnvironment#
The value indicating if rendering of environment of the scene is enabled.
NoticeTo check if environment rendering is enabled, use also
render_environmentconsole variable.
set
Enables or disables rendering of
environment of the scene.
NoticeTo enable/disable environment rendering, use also
render_environmentconsole command.
set value -
1 to enable rendering of environment, 0 to disable it. The default value is 1.
string ColorTextureName#
The name of the current color transformation texture (
LUT).
set
Sets the name of a new color transformation texture (
LUT).
set value -
Name of the file with the texture. If NULL (0) is passed, the texture is cleared.
vec4 ColorWhite#
The current white balance of the scene.
set
Sets the current white balance of the scene.
set value -
White balance. The provided value is saturated in the range [vec4_epsilon;vec4_one].
float ColorGamma#
The current overall gamma of the scene.
set
Sets the current gamma of the scene.
set value -
Gamma. The provided value is saturated in the range [0.5f; 1.5f].
float ColorSaturation#
The current overall saturation of the scene.
set
Sets the current saturation of the scene.
set value -
Saturation. The provided value is saturated in the range [0.0f; 2.0f].
float ColorContrast#
The current overall contrast of the scene.
set
Sets the current contrast of the scene.
set value -
Contrast. The provided value is saturated in the range [-1.0f; 1.0f].
float ColorBrightness#
The current overall brightness of the scene.
set
Sets the current brightness of the scene.
set value -
Brightness. The provided value is saturated in the range [-1.0f; 1.0f].
vec4 FadeColor#
The current fade color of the scene.
set
Sets the current fade color for the scene on the screen. By gradually changing this value it is possible to create "fade in" and "fade out" effects depending on the
w component of the given vector. For example, when the following vectors are passed the result will be:
- vec4(1,1,1,1) - a fully white screen. Positive w results in additive blending.
- vec4(0.5,0.5,0.5,1) - light colors on the screen.
- vec4(1,0,0,1) - R channel for all screen colors is to its maximum; G and B without changes.
- vec4(0,0,0,0) - there is no fading (no color alterations are done to the screen).
- vec4(1,1,1,-1) - a fully black screen. Negative w results in scene colors * (1 - RGB), where RGB is the first three components of the passed vector.
- vec4(0.5,0.5,0.5,-1) - dark colors on the screen.
set value -
Fade color for the scene on the screen. The provided vector represents RGB channel values (first three components) and a fading coefficient (w component). All components are saturated in the range [-1; 1].
vec4 BackgroundColor#
set
Sets the
background color by using given vector.
set value -
A background color vector.
vec4 WireframeColor#
The color of the wireframe.
set
Sets the color for the wireframe.
set value -
Wireframe color to be set.
vec3 LensDispersion#
The current color displacement for red, green and blue channels of the lens flares. can be used to create light dispersion (chromatic aberrations).
set
Sets the color displacement for red, green, and blue channels of the lens flares. Can be used to create light dispersion (chromatic aberrations).
set value -
Lens dispersion displacement per channel. If a negative value is set for a channel, 0 will be used instead.
vec4 LensColor#
The color of a lens flare.
set
Sets the color of a lens flares.
set value -
Color of lens flares.
float LensThreshold#
The current brightness threshold for lens flares.
set
Sets the brightness threshold for lens flares.
set value -
Lens flares threshold.
float LensRadius#
The current radius of the spherical lens flares on the screen.
set
Sets a radius of the spherical lens flares on the screen.
set value -
Radius of the spherical lens flares. The provided value is saturated in the range [0.0f; 1.0f], where 1.0f is a screen-wide radius (a lens flare is not visible).
float LensLength#
The current length indicating if the whole radial lens flare is rendered on the screen or only a part of it. this option controls how lens flares pattern is distributed.
set
Sets a length indicating if the whole radial lens flare is rendered on the screen or only a part of it. This option controls how lens flares pattern is distributed.
set value -
Length of the radial lens flare. The provided value is saturated in the range [0.0f; 1.0f].
float LensScale#
The current multiplier for
color of HDR lens flares.
set
Sets the multiplier for
color of HDR lens flares.
set value -
Lens color scale. If a negative value is provided, 0.0f will be used instead.
bool IsLens#
A value indicating if lens flares are enabled.
set
Enables or disables lens flares.
set value -
Positive integer to enable lens flares, 0 to disable.
float ShadowShaftsLength#
The length of volumetric shadows.
set
Sets the length of volumetric shadows.
set value -
Shadow length. The provided value will be saturated in the range [0.0f; 1.0f]. 0.0f means that there are no shadows. 1 means that the shadows are long enough to occupy the whole screen.
float ShadowShaftsExposure#
The contrast used for volumetric shadows.
set
Sets the contrast used for volumetric shadows.
set value -
Shadow contrast. The provided value will be saturated in the range [0.0f; 1.0f]. 0.0f means that the shadows are not seen at all.
bool IsShadowShafts#
A value indicating if volumetric shadows are enabled.
set
Enables or disables volumetric shadows.
set value -
1 to enable volumetric shadows, 0 to disable. The default value is 0.
vec4 SunShaftsColor#
The current color of the lens shafts.
set
Sets the color of the lens shafts.
set value -
Color of lens shafts.
float SunShaftsThreshold#
The current brightness threshold for flare shafts.
set
Sets the brightness threshold for flare shafts.
set value -
Flare shafts threshold.
float SunShaftsAttenuation#
The current power of fading for hdr shaft flare across its
length.
set
Sets the power of fading for HDR shaft flare across its
length.
set value -
Fading power. The provided value will be clamped to [0.0f; 1.0f] range.
float SunShaftsLength#
The length of a flare shaft.
set
Sets the length of flare shafts.
set value -
Length of flare shafts relative to the screen width. The provided value is saturated in the range [0.0f; 1.0f].
float SunShaftsScale#
The current multiplier for
color of HDR shaft flares.
set
Sets the multiplier for
color of HDR shaft flares.
set value -
Shaft color scale. If a negative value is provided, 0.0f will be used instead.
bool IsSunShafts#
set
Enables or disables the
light shafts effects.
set value -
1 to enable light shafts, 0 to disable.
vec4 CrossColor#
The
color of the cross flares.
set
Sets the
color of the cross flares.
set value -
Color of cross flares.
float CrossThreshold#
The current brightness
threshold for areas to produce flare.
set
Sets the brightness
threshold for areas to produce flare: the
higher the threshold value, the brighter the area should be to produce a flare.
set value -
Cross flares threshold.
float CrossAngle#
The cross flares orientation
angle.
set
Sets the cross flares orientation
angle.
set value -
Angle in degrees.
float CrossScale#
The current multiplier for
color of cross flares.
set
Sets a multiplier for
color of cross flares.
set value -
Cross color scale. If a negative value is provided,
0 will be used instead.
float CrossLength#
set
Sets the
length of a cross flare.
Increasing this value also leads to fading of the shafts across their length.
set value -
Length of a cross flare relative to the screen width.
int CrossShafts#
The number of
shafts in a cross flare.
- The minimum number of shafts is 2.
- The maximum number of shafts is 32 (high number of flares can cause FPS drop on low-performance hardware).
set
Sets the number of
shafts in a cross flare.
- The minimum number of shafts is 2.
- The maximum number of shafts is 32 (high number of flares can cause FPS drop on low-performance hardware).
set value -
The number of a cross flares. The provided value is saturated in the range [2; 32].
bool IsCross#
set
Enables or disables
cross flares.
set value -
1 to enable cross flares, 0 to disable.
float FilmicSaturationRecovery#
set
Sets the
color saturation recovery value for the filmic tonemapper.
set value -
Color saturation recovery value to be set, in the
[0.0f, 1.0f] range. The default value is
0.75f.
- 0.0f - standard filmic tonemapping, no saturation recovery is performed.
- 1.0f - color saturation is recovered to the full extent.
NoticeWhen the 1.0f value is set specular highlights appear too saturated, so the recommended value is 0.75f
float FilmicWhiteLevel#
set
Sets the
Linear White Point filmic tonemapping parameter value, which is mapped as pure white in the resulted image.
set value -
Linear White Point value.
float FilmicToeDenominator#
set
Sets the
Toe Denominator filmic tonemapping parameter value.
set value -
Toe Denominator value.
float FilmicToeNumerator#
set
Sets the
Toe Numerator filmic tonemapping parameter value.
set value -
Toe Numerator value.
float FilmicToeScale#
The current
Toe Scale filmic tonemapping parameter value that is used to change dark values. The Toe Scale controls the slope of the tone mapping curve toe (the area of underexposure).
set
Sets the
Toe Scale filmic tonemapping parameter value that is used to change dark values. The Toe Scale controls the slope of the tone mapping curve toe (the area of underexposure).
set value -
Toe scale value.
float FilmicLinearAngle#
set
Sets the
Linear Angle filmic tonemapping parameter value. This parameter controls the slope of the linear part of the
tone mapping curve.
set value -
Linear Angle value.
float FilmicLinearScale#
The current
Linear Strength filmic tone mapping parameter value that is used to change gray values. The Linear Scale controls the length of the
tone mapping curve linear part.
set
Sets the
Linear Strength filmic tonemapping parameter value that is used to change gray values. The Linear Scale controls the length of the
tone mapping curve linear part.
set value -
Linear Strength value.
float FilmicShoulderScale#
The current
Shoulder Strength filmic tonemapping parameter value that is used to change bright values.
set
Sets the
Shoulder Strength filmic tonemapping parameter value that is used to change bright values.
set value -
Shoulder Strength value.
bool IsFilmic#
set
Enables or disables the
filmic tonemapping effect.
set value -
1 to enable the filmic tonemapping effect, 0 to disable it. The default value is 1.
float BloomPower#
The power of the bloom effect.
- At the minimum value of 0.0f, the bloom effect is blurred.
- At the maximum value of 1.0f, the bloom effect is more contrast.
set
Sets the power of the bloom effect.
- At the minimum value of 0.0f, the bloom effect is blurred.
- At the maximum value of 1.0f, the bloom effect is more contrast.
set value -
Bloom power value within the [0.0f; 1.0f] range. The default value is 0.7f.
float BloomScale#
The scale of the bloom effect.
set
Sets the scale of the bloom effect.
set value -
Bloom scale value within the [0.0f; 1.0f] range. The default value is 0.3f.
int BloomPasses#
The current number of passes for the bloom effect. during the pass a bloom texture is generating. up to 8 bloom textures can be generated: each texture has lower resolution (original size, original size /2, original size /4, so forth) with bloom effect. After that, all these bloom textures with the different resolution are composed for the final bloom texture.
set
Sets the number of passes for the bloom effect. During the pass a bloom texture is generating. Up to
8 bloom textures can be generated: each texture has lower resolution (original size, original size /2, original size /4, so forth) with bloom effect. After that, all these bloom textures with the different resolution are composed for the final bloom texture.
set value -
Number of bloom passes. The default value is 8. The higher the value the smoother is the effect. However, this option significantly affects performance.
int BloomResolution#
The current resolution of the bloom effect.
set
Sets the resolution of the bloom effect.
set value -
Resolution of the bloom effect:
- 0 - quarter resolution.
- 1 - half resolution (by default).
- 2 - full resolution.
bool IsBloom#
A value indicating if the bloom effect is enabled.
set
Enables or disables the bloom effect.
set value -
1 value to enable the bloom effect, 0 to disable.
float DOFNearFocalOffset#
The
offset from the focal to the nearest blurred zone. In other words, the distance when foreground (far) is in focus.
set
Sets the
offset from the focal to the nearest blurred zone. In other words, the distance when foreground (far) is in focus.
set value -
Near DOF focal offset value in units.
float DOFNearDistance#
The
near DOF limit of the camera: the distance between the camera and the first element that is considered to be acceptably sharp. Black zone on the DOF mask means in-focus zone.
set
Sets the
near DOF limit of the camera: the distance between the camera and the first element that is considered to be acceptably sharp. Black zone on the DOF mask means in-focus zone.
set value -
Near DOF limit value in units.
float DOFFarFocalOffset#
The
offset from the focal to the farthest blurred zone. In other words, the distance when background (far) is in focus.
set
Sets the
offset from the focal to the farthest blurred zone for the DOF effect. In other words, the distance when background (far) is in focus.
set value -
Far DOF focal offset value in units.
float DOFFarDistance#
The
far DOF limit of the camera: the distance between the camera and the furthest element that is considered to be acceptably sharp. Black zone on the DOF mask means in-focus zone.
set
Sets the
far DOF limit of the camera: the distance between the camera and the furthest element that is considered to be acceptably sharp. Black zone on the DOF mask means in-focus zone.
set value -
Far DOF limit value in units.
float DOFBlur#
The intensity of
blur for the DOF (Depth Of Field) effect.
set
Sets the intensity of
blur for the DOF (Depth Of Field) effect.
set value -
DOF blur intensity value. The default value is 1.0f.
float DOFChromaticAberration#
set
Sets the intensity of
chromatic aberration for the DOF (Depth Of Field) effect.
set value -
DOF chromatic aberration intensity value. The default value is 0.0f.
float DOFFocalDistance#
The
focal distance of the camera, i.e. a point where objects are in-focus and visible clearly.
set
Sets the
focal distance of the camera, i.e. a point where objects are in-focus and visible clearly.
set value -
Focal distance in units. If a negative value is provided, 0 will be used instead.
int DOFBokehMode#
The current shape of the
Bokeh for the DOF effect. This parameter determines the way the lens renders out-of-focus points of light.
NoticeFor the DOF effect, the Bokeh effect is enabled by default.
set
Sets the shape of the
Bokeh for the DOF effect. This parameter determines the way the lens renders out-of-focus points of light.
NoticeFor the DOF effect, the Bokeh effect is enabled by default.
set value -
The Bokeh shape:
- 0 - ring (by default).
- 1 - circle.
int DOFResolution#
The
resolution of the DOF (Depth Of Field) effect.
set
Sets the
resolution of the DOF (Depth Of Field) effect.
set value -
Resolution of the DOF effect:
- 0 - quarter resolution.
- 1 - half resolution.
- 2 - full resolution (by default).
int DOFQuality#
The value indicating the
quality of the DOF (Depth Of Field) effect.
set
Sets the
quality of the DOF (Depth Of Field) effect.
set value -
The value indicating quality of the DOF effect:
- 0 - low quality.
- 1 - medium quality (by default).
- 2 - high quality.
- 3 - ultra quality.
bool IsDOFFocusImprovement#
A value indicating if the
focus improvement option is enabled for the DOF (Depth Of Field) effect. When enabled, transitions between the focused and unfocused parts of the scene become more accurate.
set
Enables or disables
focus improvement for the DOF (Depth Of Field) effect. When enabled, transitions between the focused and unfocused parts of the scene become more accurate.
set value -
1 to enable focus improvement for the DOF effect, 0 to disable it. The default value is 0.
bool IsDOFIncreasedAccuracy#
A value indicating if the
increased accuracy option is enabled for the DOF (Depth Of Field) effect. When enabled, focusing calculation is performed with increased accuracy.
set
Enables or disables
increased accuracy for the DOF (Depth Of Field) effect. Enabling the parameter allows for increasing accuracy of focusing calculation.
set value -
1 to enable increased accuracy for the DOF effect, 0 to disable it. The default value is 0.
bool IsDOF#
The value indicating if the
DOF (Depth Of Field) effect is enabled.
set
Enables or disables the
DOF (Depth Of Field) effect.
set value -
1 to enable the DOF effect, 0 to disable it. The default value is 0.
int MotionBlurNumSteps#
The current number of steps used in the motion blur. the higher the value, the more correct the motion blur effect is. at low values, moving objects may look doubled, however, performance will increase.
set
Sets the number of steps used in the
motion blur. The higher the value, the more correct the motion blur effect is. At low values, moving objects may look doubled, however, performance will increase.
set value -
Number of steps in range [2;64]. The default value is 4.
float MotionBlurNoiseIntensity#
The current intensity of the noise used in the
motion blur.
set
Sets the intensity of the noise used in the
motion blur.
set value -
Noise intensity value within the [0.0f; 1.0f] range. The default value is 0.25f.
float MotionBlurMaxVelocity#
set
Sets the
maximum possible amount of
motion blur for moving physical objects. When their body velocity exceeds the set value, they will be blurred as if they have the maximum velocity set by the parameter.
This parameter should be used:
- To avoid excessive blurring of fast moving objects.
- To save performance, as increasing the object's velocity leads increasing the radius of the motion blur effect that drops performance at too high values.
set value -
Maximum scaled velocity of moving physical bodies used for the
motion blur effect.
float MotionBlurVelocityScale#
The current
amount of motion blur for moving physical bodies. The
higher the value, the more blurred the objects will appear when moving.
set
Sets
amount of motion blur for moving physical bodies. The
higher the value, the more blurred the objects will appear when moving.
set value -
Scale of bodies' linear and angular velocities used for the motion blur. If a negative value is provided, 0 will be used instead.
bool IsMotionBlurCameraVelocity#
A value indicating if camera velocity contributes to the
motion blur effect.
set
Sets a value indicating if camera velocity contributes to the
motion blur effect.
set value -
1 to take camera velocity into account in the motion blur effect; 0 to take into account velocities of objects only.
bool IsMotionBlurNeatSilhouettes#
A value indicating if neat silhouettes option for
motion blur is enabled. This option keeps contours of objects in front of the camera unblurred.
set
Enables or disables the neat silhouettes option for
motion blur. This option keeps contours of objects in front of the camera unblurred.
set value -
1 to enable the neat silhouettes option for motion blur, 0 to disable it. The default value is 1.
bool IsMotionBlur#
A value indicating if the motion blur effect is enabled.
set
Enables or disables the motion blur effect.
set value -
1 to enable the motion blur effect, 0 to disable it. The default value is 1.
float WhiteBalanceAdaptationTime#
The current the time set for the camera to adjust white balance.
set
Sets the time for the camera to adjust white balance.
set value -
Time period, in seconds, during which white balance correction is performed. If
0.0f is set, instant correction will be used. The default value is
1.0f.
NoticeIt is recommended to use lower values, when possible, to make correction process unnoticeable, otherwise it'll be slow and will catch user's eye. However, setting too low values may result in abrupt switching of colors as the camera moves. So, adjust this parameter carefully to make transition smoooth. You can set it equal to the
Exposure Adaptation value.
float WhiteBalanceIntensity#
set
Sets the value of
white balance correction intensity.
set value -
White balance correction intensity value in the range
[0.0f, 1.0f]. The default value is
0.3f.
- By the minimum value of 0.0f, no white balance correction is performed.
- The higher the value, the stronger correction will be.
NoticeDo not set too high values for night-time and dimly lit scenes, as it may lead to heavy color distortion making the scene look totally unnatural.
bool IsWhiteBalance#
set
Sets a value indicating if
automatic white balance correction is enabled.
set value -
1 to enable automatic white balance correction, 0 to disable it. The default value is 1.
float ExposureMaxLuminance#
The
maximum luminance offset relative to the default luminance of the scene used for rendering of adaptive exposure effect: the
lower the value, the brighter the adapted image is.
set
Sets the
maximum luminance offset relative to the default luminance of the scene used for rendering of adaptive exposure effect: the
lower the value, the brighter the adapted image will be. The parameter can take on negative values.
NoticeIf the specified value is less than the current minimum luminance, the minimum luminance value will be changed to the specified maximum luminance so that they are equal.
set value -
Maximum luminance. The provided value is saturated in the range [-10.0f; 10.0f].
float ExposureMinLuminance#
The
minimum luminance offset relative to the default luminance of the scene used for rendering of adaptive exposure effect: the
higher the value, the darker the adapted image is.
set
Sets the
minimum luminance offset relative to the default luminance of the scene used for rendering of adaptive exposure effect: the
higher the value, the darker the adapted image will be. The parameter can take on negative values.
NoticeIf the specified value is greater than the current maximum luminance, the maximum luminance value will be changed to the specified minimum luminance so that they are equal.
set value -
Minimum luminance. The provided value is clamped to the range [-10.0f; 10.0f].
float ExposureAdaptation#
The current the time set for the camera to adjust exposure. if the 0.0f is returned, it means that instant adaptation is used.
set
Sets the time for the camera to adjust exposure. If
0.0f is set, instant adaptation will be used.
set value -
Period of
exposure adaptation in seconds. If a too small or even negative value is provided,
1E-6 will be used instead.
float Exposure#
The current camera
exposure (a multiplier of the scene luminance and brightness.). It determines the resulting amount of luminance:
- By the minimum value of 0.0f, the image is rendered black.
- The higher the value, the more luminance and the brighter the scene lit.
set
Sets the camera
exposure (a multiplier of the scene luminance and brightness). It determines the resulting amount of luminance:
- By the minimum value of 0.0f, the image is rendered black.
- The higher the value, the more luminance and the brighter the scene lit.
set value -
Multiplier of the scene luminance and brightness.
int ExposureMode#
Current adaptive exposure mode:
- 0 - a static exposure. The amount of luminance is determined by the setExposure().
- 1 - adaptive logarithmic mapping technique.
- 2 - adaptive quadratic mapping technique.
float FStop#
The f-stop value used for static exposure calculation.
NoticeTo get the current F-stop value via the console, use the
render_f_stopconsole variable.
set
Sets an F-stop value for static exposure calculation.
NoticeTo set the F-stop value via the console, use the
render_f_stopconsole command.
set value -
F-stop value.
float ShutterSpeed#
Sets the shutter speed used for static exposure calculation.
NoticeTo get the current shutter speed value via the console, use the
render_shutter_speedconsole variable.
set
Sets a shutter speed for static exposure calculation.
set value -
Shutter speed.
float ISO#
The iso used for static exposure calculation.
NoticeTo get the current ISO value via the console, use the
render_isoconsole variable.
set
Sets an ISO for static exposure calculation.
NoticeTo set the ISO value via the console, use the
render_isoconsole command.
set value -
ISO value.
int CameraMode#
The current camera mode:
classic or
physically-based.
- If the physically-based camera mode is set, the real-world values are used to set up lighting and camera exposure: ISO, shutter speed, F-stop. At default values of these parameters, the static exposure value is near 1.
NoticeFor the physically-based mode, the
exposure mode should be set to
Static to avoid exposure issues.
- If the classic mode is set, the exposure is set by setExposure().
NoticeTo get the current camera mode via the console, use the
render_camera_modeconsole variable.
set
Sets the camera mode:
classic or
physically-based.
- If the physically-based camera mode is set, the real-world values are used to set up lighting and camera exposure: ISO, shutter speed, F-stop. At default values of these parameters, the static exposure value is near 1.
NoticeFor the physically-based mode, the
exposure mode should be set to
Static to avoid exposure issues.
- If the classic mode is set, the exposure is set by setExposure().
set value -
0 for the classic camera mode; 1 for the physically-based camera mode.
string DirtTextureName#
The name of the current texture that modulates the pattern of lens flares. for example, it can be used to create an effect of light reflections or unclean optics when the camera looks at the sun.
set
Sets the texture that modulates the pattern of lens flares. For example, it can be used to create an effect of unclean optics when the camera looks at the sun.
set value -
Name of the lens flares modulation texture.
float DirtScale#
The scale of lens dirt effect modulating the pattern of lens flares.
set
Sets the scale of lens dirt effect modulating the pattern of lens flares. For example, it can be used to create an effect of unclean optics when the camera looks at the sun.
set value -
Dirt scale value within the [0.0f; 1.0f] range. The default value is 0.5f.
bool IsCameraEffectsTemporalFiltering#
The value indicating if temporal filtering is enabled. temporal filtering reduces flickering of the bloom effect on the small bright objects (such flickering may appear when the camera moves). for example, it can be used in scenes with industrial pipes.
set
Toggles temporal filtering on and off. Temporal filtering reduces flickering of the bloom effect on the small bright objects (such flickering may appear when the camera moves). For example, it can be used in scenes with industrial pipes.
set value -
1 to enable temporal filtering; 0 to disable it.
float CameraEffectsThreshold#
The brightness threshold, which is used to detect if an object should be blurred in the hdr mode.
set
Sets the threshold, which is used to detect if an object should be blurred in the HDR mode.
set value -
HDR threshold. If a negative value is provided, 0 will be used instead.
vec4 TranslucentColor#
The current color used for translucent objects globally. when light shines on one side of the object, the other side is partially illuminated with this color.
set
Sets the color to be used for translucent objects globally. When light shines on one side of the object, the other side is partially illuminated with this color.
set value -
Color to be used for translucent objects globally. By default, the color is white.
vec4 SSSSSColor#
set
Sets a
subsurface scattering color used to simulate the subsurface component of skin lighting, i.e. the light that bounces inside of the subsurface tissue layers (epidermis and dermis) before exiting. For skin, subsurface color is reddish, due to blood circulating in skin tissues.
set value -
A subsurface scattering color.
float SSSSSRadius#
set
Sets the
subsurface scattering radius: distance in the screen space, within which colors will be sampled. It controls how much wrinkles, pores and cavities will be blurred and highlighted. The higher the value, the farther subsurface scattering reaches. Too high values result in the ghosting effect. By the minimum value of 0, no subsurface scattering is rendered.
set value -
Subsurface scattering radius. The default value is 1.0f.
int SSSSSResolution#
The
resolution of the SSSSS (screen-space subsurface scattering) effect.
set
Sets the
resolution of the SSSSS (screen-space subsurface scattering) effect.
set value -
SSS resolution:
- 0 - half resolution (by default).
- 1 - full resolution.
int SSSSSQuality#
The
quality of the SSSSS (screen-space subsurface scattering) effect.
set
Sets the
quality of the SSSSS (screen-space subsurface scattering) effect.
set value -
SSS quality:
- 0 - low quality.
- 1 - medium quality (by default).
- 2 - high quality.
- 3 - ultra quality.
bool IsSSSSS#
A value indicating if the SSSSS (screen-space subsurface scattering) effect is enabled.
NoticeTo get the value via the console, use the
render_sssssconsole variable.
set
Enables or disables the SSSSS (screen-space subsurface scattering) effect.
NoticeTo set the value via the console, use the
render_sssssconsole command.
set value -
1 to enable the SSSSS effect, 0 to disable. The default value is 0.
float SSRThresholdOcclusion#
The current occlusion threshold value. the occlusion threshold limits imitation of environment cubemap occlusion in areas where ssr cannot get information. the higher the value, the less this effect is. this parameter is mainly used for indoor environment to correct false reflections on occluded areas (false reflections are replaced with black color). for outdoor environment higher values of this parameter are recommended.
set
Sets the occlusion threshold value. The occlusion threshold limits imitation of environment cubemap occlusion in areas where SSR cannot get information. The higher the value, the less this effect is. This parameter is mainly used for indoor environment to correct false reflections on occluded areas (false reflections are replaced with black color). For outdoor environment higher values of this parameter are recommended.
set value -
SSR threshold occlusion. The default value is 1.0f
float SSRThreshold#
The threshold used for ssr (screen space reflections) calculation. the threshold limits imitation of reflections in areas where ssr cannot get information. the higher the value, the less this effect is.
set
Sets the threshold used for SSR (Screen Space Reflections) calculation. The threshold limits imitation of reflections in areas where SSR cannot get information. The higher the value, the less this effect is.
set value -
SSR threshold value. The default value is 1.0f
float SSRVisibilityRoughnessMax#
The maximum roughness value, starting from which the ssr (screen space reflections) effect is not rendered.
set
Sets the maximum roughness value, starting from which the SSR (Screen Space Reflections) effect is not rendered.
set value -
Maximum roughness value within the [0.0f; 1.0f] range. The default value is 1.0f.
float SSRVisibilityRoughnessMin#
The minimum roughness value, starting from which the ssr (screen space reflections) effect begins to fade out.
set
Sets the minimum roughness value, starting from which the SSR (Screen Space Reflections) effect begins to fade out.
set value -
Minimum roughness value within the [0.0f; 1.0f] range. The default value is 1.0f.
float SSRNoiseStep#
The intensity of the step noise used for ssr (screen space reflections) calculation.
set
Sets the intensity of the step noise used for SSR (Screen Space Reflections) calculation. This parameter is used to reduce the banding effect of tracing by using the noise.
set value -
Step noise intensity. The default value is 0.3f. The higher is the value, the less pronounced is the banding effect.
float SSRNoiseRay#
The intensity of the ray noise used for ssr (screen space reflections) calculation. this parameter is used to reduce the banding effect on rough reflections by using the noise.
set
Sets the intensity of the ray noise used for SSR (Screen Space Reflections) calculation. This parameter is used to reduce the banding effect on rough reflections by using the noise.
set value -
Ray noise intensity in range [0.0f;1.0f]. The default value is 0.5f. The higher is the value, the less pronounced is the banding effect.
float SSRStepSize#
The size of the trace step used for ssr (screen space reflections) calculation.
set
Sets the size of the trace step used for SSR (Screen Space Reflections) calculation. The higher the value, the longer the trace. However, tiny objects may be missed. The lower the value, the more detailed will be reflections of the tiny objects.
set value -
Step size. The default value is 1.0f.
int SSRNumSteps#
The number of steps of ssr (screen space reflections) per ray that are used for trace calculation. the number of steps defines accuracy of reflections and causes a reasonable performance impact. the higher the value, the more accurate obstacles between objects are accounted.
set
Sets the number of steps of SSR (Screen Space Reflections) per ray that are used for trace calculation. Defines accuracy of reflections and causes a reasonable performance impact. The higher the value, the more accurate obstacles between objects are accounted.
set value -
Number of steps per ray within the [1; 64] range. The default value is 16.
int SSRNumRays#
The number of rays of ssr (screen space reflections) per pixel that are used to calculate rough refrections.
set
Sets the number of rays of SSR (Screen Space Reflections) per pixel that are used to calculate rough refrections. Using more rays provides more precise SSR roughness calculation, however, it is more expensive.
set value -
Number of rays per pixel within the [1; 64] range. The default value is 4.
int SSRResolutionColor#
The resolution of the color buffer used for ssr (screen space reflections) calculation.
set
Sets the resolution of the color buffer used for SSR (Screen Space Reflections) calculation. This option significantly affects performance.
set value -
Color buffer resolution:
- 0 - quarter resolution (by default).
- 1 - half resolution.
- 2 - full resolution.
int SSRResolutionDepth#
The resolution of the depth buffer used for ssr (screen space reflections) calculation.
set
Sets the resolution of the depth buffer used for SSR (Screen Space Reflections) calculation. This option affects detailing of reflections of tiny objects.
set value -
Depth buffer resolution:
- 0 - quarter resolution (by default).
- 1 - half resolution.
- 2 - full resolution.
NoticeTo gain performance, this option can be set to lower values while enabling
increased accuracy.
int SSRResolution#
The
resolution of SSR (Screen Space Reflections).
NoticeTo get the value via the console, use the
console variable.
set
Sets the
resolution of SSR (Screen Space Reflections).
NoticeTo set the value via the console, use the
console command.
set value -
SSR resolution:
- 0 - quarter resolution.
- 1 - half resolution (by default).
- 2 - full resolution.
int SSRRoughnessQuality#
The current
quality of SSR (Screen Space Reflections) roughness.
set
Sets the
quality of SSR (Screen Space Reflections) roughness. The parameter can be changed only when the
Importance sampling option is disabled.
set value -
Roughness quality:
- 0 - low quality.
- 1 - medium quality (by default).
- 2 - high quality.
- 3 - ultra quality.
bool IsSSRDenoise#
The value indicating if noise reduction for the ssr (screen space reflections) effect is enabled.
set
Enables or disables noise reduction for the SSR (Screen Space Reflections) effect.
set value -
1 to enable noise reduction for the SSR effect, 0 to disable it.
bool IsSSRIncreasedAccuracy#
A value indicating if increased accuracy option is enabled for the ssr (screen space reflections). this option reduces visual artifacts around objects, which can appear at resolution lower than full, by increasing accuracy of the last step.
set
Enables or disables increased accuracy for the SSR (Screen Space Reflections). This option reduces visual artifacts around objects, which can appear at resolution lower than full, by increasing accuracy of the last step.
set value -
1 to enable increased accuracy for the SSR, 0 to disable it. The default value is 0.
bool IsSSRFastTracing#
The value indicating if fast tracing for the ssr (screen space reflections) effect is enabled.
set
Enables or disables fast tracing for the SSR (Screen Space Reflections) effect. This mode makes it possible to obtain distant reflections using low number of steps while keeping performance high. However, tiny objects may not be reflected. Disabling this mode improves quality but significantly drops performance.
set value -
1 to enable SSR fast tracing, 0 to disable it. The default value is 1.
bool IsSSRImportanceSampling#
The value indicating if the importance sampling mode for the ssr (screen space reflections) effect is enabled. importance sampling provides more accurate but slower calculation of ssr roughness.
set
Enables or disables the importance sampling mode for the SSR (Screen Space Reflections) effect. Importance sampling provides more accurate but slower calculation of SSR roughness.
set value -
1 to enable SSR importance sampling, 0 to disable it. The default value is 0.
bool IsSSR#
The value indicating if the ssr (screen space reflections) effect is enabled.
set
Enables or disables the SSR (Screen Space Reflections) effect.
set value -
1 to enable the SSR effect, 0 to disable it.
float BentNormalRayTracingThreshold#
The current threshold value for the ray-traced bent normals calculation.
NoticeRay-traced bent normals calculation available only when the
SSRTGI technique is enabled.
set
Sets the threshold value for the ray-traced bent normals calculation.
NoticeRay-traced bent normals calculation available only when the
SSRTGI technique is enabled.
set value -
Bent normals ray tracing threshold value. The default value is 1.0f.
bool IsBentNormalFixOverlitAreas#
A value indicating if correction of overlit areas for bent normals calculation is enabled.
Notice
- This option may significantly affect performance, so disable it when it's not necessary.
- Ray-traced bent normals calculation available only when the SSRTGI technique is enabled.
set
Enables or disables correction of overlit areas for bent normals calculation.
Notice
- This option may significantly affect performance, so disable it when it's not necessary.
- Ray-traced bent normals calculation available only when the SSRTGI technique is enabled.
set value -
1 to enable correction of overlit areas for bent normals calculation, 0 to disable it. The default value is 0.
bool IsBentNormalRayTracingDenoise#
A value indicating if noise reduction for ray-traced bent normals calculation is enabled. this option reduces noise by using blur effect.
NoticeRay-traced bent normals calculation available only when the
SSRTGI technique is enabled.
set
Enables or disables noise reduction for ray-traced bent normals calculation. This option reduces noise by using the blur effect.
NoticeRay-traced bent normals calculation available only when the
SSRTGI technique is enabled.
set value -
1 to enable noise reduction for ray-traced bent normals calculation, 0 to disable. The default value is 1.
bool IsBentNormalRayTracing#
A value indicating if ray-traced bent normals calculation is enabled. the use of ssrtgi for bent normals allows for smooth ambient lighting.
NoticeRay-traced bent normals calculation available only when the
SSRTGI technique is enabled.
set
Enables or disables ray-traced bent normals calculation. The use of SSRTGI for bent normals allows for smooth ambient lighting.
NoticeRay-traced bent normals calculation available only when the
SSRTGI technique is enabled.
set value -
1 to enable ray-traced bent normals calculation, 0 to disable. The default value is 1.
float SSGINormalThreshold#
The
normal threshold of the SSGI (Screen Space Global Illumination). It determines sensitivity of GI to normals. Normals affect ray intensity: smaller angle of incidence increases ray intensity.
- By the minimum value of 0.0f, normals are ignored.
set
Sets the
normal threshold of the SSGI (Screen Space Global Illumination). It determines sensitivity of GI to normals. Normals affect ray intensity: smaller angle of incidence increases ray intensity.
- By the minimum value of 0.0f, normals are ignored.
set value -
SSGI normal threshold value. The default value is 1.0f.
float SSGIRadius#
The
radius of the SSGI (Screen Space Global Illumination). The radius determines the size of the region surrounding a particular sampling point:
- By low values, each point affects only the points in the close range.
- By high values, each point affects farther positioned points.
set
Sets the
radius of the SSGI (Screen Space Global Illumination). The radius determines the size of the region surrounding a particular sampling point:
- By low values, each point affects only the points in the close range.
- By high values, each point affects farther positioned points.
set value -
SSGI radius value. The default value is 1.0f.
float SSGIRayTracingThreshold#
The current threshold value for the ray-traced ssgi (screen space global illumination).
NoticeRay-traced SSGI calculation available only when the
SSRTGI technique is enabled.
set
Sets the threshold value for the ray-traced SSGI (Screen Space Global Illumination).
NoticeRay-traced SSGI calculation available only when the
SSRTGI technique is enabled.
set value -
SSGI ray tracing threshold value. The default value is 1.0f.
float SSGIIntensity#
The
intensity of the SSGI (Screen Space Global Illumination) for the scene.
- By the minimum value of 0.0f, the global illumination is the darkest.
set
Sets the
intensity of the SSGI (Screen Space Global Illumination) for the scene.
- By the minimum value of 0.0f, the global illumination is the darkest.
set value -
SSGI intensity value. The default value is 1.0f.
int SSGIResolutionColor#
The resolution of the color buffer used for ssgi (screen space global illumination) calculation.
set
Sets the resolution of the color buffer used for SSGI (Screen Space Global Illumination) calculation. This option significantly affects performance.
set value -
One of the following values:
- 0 - quarter resolution.
- 1 - half resolution (by default).
- 2 - full resolution.
int SSGIResolution#
The
resolution of SSGI (Screen Space Global Illumination).
set
Sets the
resolution of SSGI (Screen Space Global Illumination).
set value -
SSGI resolution:
- 0 - quarter resolution.
- 1 - half resolution (by default).
- 2 - full resolution.
int SSGIQuality#
The
quality of the SSGI (Screen Space Global Illumination). Quality means the number of the used samples:
- Low — 4 samples
- Medium — 8 samples
- High — 16 samples
- Ultra — 32 samples
set
Sets the
quality of the SSGI (Screen Space Global Illumination). Quality means the number of the used samples:
- Low — 4 samples
- Medium — 8 samples
- High — 16 samples
- Ultra — 32 samples
set value -
SSGI quality:
- 0 - Low
- 1 - Medium (by default)
- 2 - High
- 3 - Ultra
bool IsSSGIRayTracingDenoise#
A value indicating if noise reduction for the ray-traced ssgi (screen space global illumination) is enabled. this option reduces noise by using blur effect.
NoticeRay-traced SSGI calculation available only when the
SSRTGI technique is enabled.
set
Enables or disables noise reduction for the ray-traced SSGI (Screen Space Global Illumination). This option reduces noise by using blur effect.
NoticeRay-traced SSGI calculation available only when the
SSRTGI technique is enabled.
set value -
1 to enable noise reduction for the ray-traced SSGI, 0 to disable.
bool IsSSGIRayTracing#
The value indicating if ray tracing is used for ssgi (screen space global illumination) calculation. when enabled, ssgi recreates light reflections from the object’s surface.
NoticeRay-traced SSGI calculation available only when the
SSRTGI technique is enabled.
set
Enables or disables ray tracing for SSGI (Screen Space Global Illumination) calculation. When enabled, SSGI recreates light reflections from the object’s surface.
NoticeRay-traced SSGI calculation available only when the
SSRTGI technique is enabled.
set value -
1 to enable ray tracing for SSGI calculation, 0 to disable. The default value is 1.
bool IsSSGI#
The value indicating if the
SSGI (Screen Space Global Illumination) effect is enabled.
NoticeTo check if the effect is enabled, use also the
render_ssgiconsole variable.
set
Enables or disables the
SSGI (Screen Space Global Illumination) effect.
NoticeTo enable or disable the effect via the console, run the
render_ssgiconsole command.
set value -
1 to enable the SSGI effect, 0 to disable it. The default value is 0.
float SSAOThreshold#
The current threshold value for the ssao (screen space ambient occlusion) effect.
set
Sets the threshold value for the SSAO (Screen Space Ambient Occlusion) effect.
set value -
SSAO threshold value in the range [0.0f; 1.0f]. The default value is 0.5f.
float SSAOCavityRadius#
The size of junction contours area for the cavity option (see the
setSSAOCavity() method).
set
Sets the size of junction contours area for the cavity option (see the
setSSAOCavity() method).
set value -
Size of junction contours area. The default value is 1.0f.
float SSAOCavityIntensity#
The intensity of sharpening of contours for the cavity option (see the
setSSAOCavity() method).
set
Sets the intensity of sharpening of contours for the cavity option (see the
setSSAOCavity() method).
set value -
Sharpening intensity value. The default value is 1.0f.
float SSAORadius#
The
radius of SSAO (Screen Space Ambient Occlusion).The radius is the distance for each of the points in the world space, up to which they can shadow their neighboring points:
- By low values, each point can cast shadows only on the points in the close range.
- By high values, each point casts shadows on points at more distant locations.
set
Sets the
radius of SSAO (Screen Space Ambient Occlusion).The radius is the distance for each of the points in the world space, up to which they can shadow their neighboring points:
- By low values, each point can cast shadows only on the points in the close range.
- By high values, each point casts shadows on points at more distant locations.
set value -
SSAO radius value. The default value is 1.0f.
float SSAORayTracingThreshold#
The current threshold value for the ray-traced ssao (screen space ambient occlusion).
NoticeRay-traced SSAO calculation available only when the
SSRTGI technique is enabled.
set
Sets the threshold value for the ray-traced SSAO (Screen Space Ambient Occlusion).
NoticeRay-traced SSAO calculation available only when the
SSRTGI technique is enabled.
set value -
SSAO ray tracing threshold value. The default value is 1.0f.
float SSAOIntensityReflection#
The intensity of ssao (screen space ambient occlusion) on reflections.
set
Sets the intensity of SSAO (Screen Space Ambient Occlusion) on reflections.
set value -
SSAO intensity value for reflections. The default value is 1.0f.
float SSAOIntensityLightedSide#
The intensity of ssao(screen space ambient occlusion) for the scene objects'
lighted side.
set
Sets the intensity of the SSAO (Screen Space Ambient Occlusion) for the scene object's
lighted side.
set value -
SSAO intensity value for the scene object's lighted side. The default value is 1.0f.
float SSAOIntensity#
The
intensity of the SSAO (Screen Space Ambient Occlusion) for the scene. The intensity value affects brightness of shadows:
- By the minimum value of 0.0f, the ambient occlusion shadowing is the lightest.
set
Sets the
intensity of the SSAO (Screen Space Ambient Occlusion) for the scene. The intensity value affects brightness of shadows:
- By the minimum value of 0.0f, the ambient occlusion shadowing is the lightest.
set value -
Intensity value of the SSAO (Screen Space Ambient Occlusion) for the scene. The default value is 1.0f.
int SSAOResolution#
The
resolution of SSAO (Screen Space Ambient Occlusion).
set
Sets the
resolution of SSAO (Screen Space Ambient Occlusion).
set value -
Resolution of SSAO:
- 0 - quarter resolution.
- 1 - half resolution (by default).
- 2 - full resolution.
int SSAOQuality#
The
quality of SSAO (Screen Space Ambient Occlusion).
set
Sets the
quality of SSAO(Screen Space Ambient Occlusion).
set value -
Quality of SSAO:
- 0 - low quality.
- 1 - medium quality (by default).
- 2 - high quality.
- 3 - ultra quality.
bool IsSSAORayTracingDenoise#
The value indicating if noise reduction for the ray-traced ssao (screen space ambient occlusion) is enabled. this option reduces noise by using blur effect.
NoticeRay-traced SSAO calculation available only when the
SSRTGI technique is enabled.
set
Enables or disables noise reduction for the ray-traced SSAO (Screen Space Ambient Occlusion). This option reduces noise by using blur effect.
NoticeRay-traced SSAO calculation available only when the
SSRTGI technique is enabled.
set value -
1 to enable noise reduction for the ray-traced SSAO, 0 to disable.
bool IsSSAORayTracing#
A value indicating if ray tracing is used for ssao (screen space ambient occlusion) calculation. when enabled, ssao provides more realistic shadows between the objects.
NoticeRay-traced SSAO calculation available only when the
SSRTGI technique is enabled.
set
Enables or disables ray tracing for SSAO (Screen Space Ambient Occlusion) calculation. When enabled, SSAO provides more realistic shadows between the objects.
NoticeRay-traced SSAO calculation available only when the
SSRTGI technique is enabled.
set value -
1 to enable ray tracing for SSAO calculation, 0 to disable. The default value is 1.
bool IsSSAONoise#
The value indicating if
noise for the SSAO (Screen Space Ambient Occlusion) effect is enabled. This option reduces banding effect.
NoticeIt is recommended to use noise with
TAA enabled.
set
Enables or disables
noise for the SSAO (Screen Space Ambient Occlusion) effect. This option reduces banding effect.
NoticeIt is recommended to use noise with
TAA enabled.
set value -
1 to enable SSAO noise, 0 to disable. The default value is 1.
bool IsSSAOCavity#
The value indicating if the cavity option for the ssao (screen space ambient occlusion) effect is enabled. this option improves (sharpens) the look of junction contours at low resolutions, so it should be used for detail enhancement (small stones, bolts and so on).
set
Enables or disables the cavity option for the SSAO (Screen Space Ambient Occlusion) effect. This option improves (sharpens) the look of junction contours at low resolutions, so it should be used for detail enhancement (small stones, bolts and so on).
set value -
1 to enable the cavity option for the SSAO effect, 0 to disable. The default value is 1.
bool IsSSAO#
The value indicating if the
SSAO (Screen Space Ambient Occlusion) effect is enabled.
set
Enables or disables the
SSAO (Screen Space Ambient Occlusion) effect.
set value -
1 to enable the SSAO effect, 0 to disable.
float SSRTGIStepSize#
The size of the trace step used for ssrtgi calculation.
set
Sets the size of the trace step used for SSRTGI calculation. The higher the value, the longer the trace. However, tiny objects may be missed. The lower the value, the more detailed will be the tiny objects. The SSRTGI effect must be enabled (see the
setSSRTGI() method).
set value -
Step size. The default value is 1.0f.
float SSRTGINoiseStep#
The intensity of the step noise used for ssrtgi calculation.
set
Sets the intensity of the step noise used for SSRTGI calculation. This parameter is used to reduce the banding effect of tracing by using the noise: the higher is the value, the less pronounced is the banding effect. The SSRTGI effect must be enabled (see the
setSSRTGI() method).
set value -
Step noise intensity in range [0.0f;1.0f]. The default value is 0.5f. The higher is the value, the less pronounced is the banding effect.
float SSRTGINoiseRay#
The intensity of the ray noise used for ssrtgi calculation.
set
Sets the intensity of the ray noise used for SSRTGI calculation. This parameter is used to reduce the banding effect on the final image by using the noise: the higher is the value, the less pronounced is the banding effect. The SSRTGI effect must be enabled (see the
setSSRTGI() method).
set value -
Ray noise intensity in range [0.0f;1.0f]. The default value is 0.5f. The higher is the value, the less pronounced is the banding effect.
int SSRTGINumSteps#
The number of steps of ssrtgi per ray that are used for trace calculation.
set
Sets the number of steps of SSRTGI per ray that are used for trace calculation. The higher the value, the more accurate obstacles between objects are accounted. However, this option significantly affects performance. The SSRTGI effect must be enabled (see the
setSSRTGI() method).
set value -
Number of steps in range [1;256]. The default value is 8.
int SSRTGINumRays#
The number of rays of ssrtgi per pixel that are to calculate the final image in range [1;1024].
set
Sets the number of rays of SSRTGI per pixel that are to calculate the final image. Using more rays provides more precise SSRTGI calculation, however, it is more expensive. The SSRTGI effect must be enabled (see the
setSSRTGI() method).
set value -
Number of rays per pixel in range [1;1024]. The default value is 8.
int SSRTGIResolutionDepth#
The resolution of the depth buffer used for ssrtgi (screen space ray-traced global illumination) calculation.
set
Sets the resolution of the depth buffer used for SSRTGI (Screen Space Ray-Traced Global Illumination) calculation. This option significantly affects performance. The SSRTGI effect must be enabled (see the
setSSRTGI() method).
set value -
Depth buffer resolution:
- 0 - quarter resolution (by default).
- 1 - half resolution.
- 2 - full resolution.
NoticeTo gain performance this option can be set to lower values while enabling the
increased accuracy.
int SSRTGIResolution#
The resolution of ssrtgi (screen space ray-traced global illumination).
set
Sets the resolution of SSRTGI (Screen Space Ray-Traced Global Illumination). This option significantly affects performance. The SSRTGI effect must be enabled (see the
setSSRTGI() method).
set value -
SSRTGI resolution:
- 0 - quarter resolution.
- 1 - half resolution (by default).
- 2 - full resolution.
bool IsSSRTGIUpscaling#
A value indicating if the upscaling option is enabled for the ssrtgi (screen space ray-traced global illumination).
set
Enables or disables upscaling for the SSRTGI (Screen Space Ray-Traced Global Illumination). This option makes the quality of edges in half and quarter resolution look closer to full. The SSRTGI effect must be enabled (see the
setSSRTGI() method).
set value -
1 to enable upscaling for the SSRTGI, 0 to disable it. The default value is 1.
bool IsSSRTGIIncreasedAccuracy#
A value indicating if increased accuracy option is enabled for the ssrtgi (screen space ray-traced global illumination).
set
Enables or disables increased accuracy for the SSRTGI (Screen Space Ray-Traced Global Illumination). This option reduces visual artifacts by increasing accuracy of the last step. The SSRTGI effect must be enabled (see the
setSSRTGI() method).
set value -
1 to enable increased accuracy for the SSRTGI, 0 to disable. The default value is 1.
bool IsSSRTGIFastTracing#
A value indicating if fast tracing is enabled for the ssrtgi (screen space ray-traced global illumination).
set
Enables or disables fast tracing for the SSRTGI (Screen Space Ray-Traced Global Illumination). This option dynamically changes step size to obtain indirect illumination bounces using low number of steps while keeping performance high. Disabling this option improves quality, but significantly reduces performance. The SSRTGI effect must be enabled (see the
setSSRTGI() method).
set value -
1 to enable fast tracing for the SSRTGI, 0 to disable. The default value is 1.
bool IsSSRTGI#
A value indicating if the ssrtgi (screen space ray-traced global illumination) effect is enabled.
set
Enables or disables the SSRTGI (Screen Space Ray-Traced Global Illumination) effect.
set value -
1 to enable the SSRTGI effect, 0 to disable. The default value is 1.
bool IsReflectionLods#
A value indicating if reduction of resolution of dynamic reflections when the camera moves away is enabled.
set
Enables or disables reduction of resolution of dynamic reflections when the camera moves away.
set value -
1 to enable reduction of resolution of dynamic reflections when the camera moves away, 0 to disable it. The default value is 1.
bool IsReflectionDynamic#
A value indicating if dynamic reflections for materials are enabled.
set
Enables or disables dynamic reflections for materials.
set value -
1 to enable dynamic reflections for materials, 0 to disable it. The default value is 1.
bool IsTransparentBlur#
A value indicating if transparent blur is enabled for materials. this option makes it possible to render matte transparent materials like matte glass.
set
Enables or disables transparent blur for materials. This option makes it possible to render matte transparent materials like matte glass.
set value -
1 to enable transparent blur for materials, 0 to disable it. The default value is 1.
vec3 RefractionDispersion#
The refraction displacement for red, green and blue channels (according to the refraction texture of refractive materials). it can be used to create light dispersion (chromatic aberrations).
set
Sets the refraction displacement for red, green and blue channels (according to refraction texture of refractive materials). Can be used to create light dispersion (chromatic aberrations).
set value -
Dispersion displacement per channel. If a negative value is set for a channel, 0 will be used instead.
bool IsRefraction#
A value indicating if refraction is enabled.
set
Enables or disables refraction.
set value -
1 to enable refraction, 0 to disable it. The default value is 1.
bool IsDecals#
The value indicating if rendering of decals is enabled.
set
Enables or disables rendering of decals.
set value -
1 to enable rendering of decals, 0 to disable it. The default value is 1.
bool IsAuxiliary#
A value indicating if auxiliary render buffer is used. the buffer should be enabled for render and post post-processes to work.
set
Enables or disables the auxiliary render buffer usage. The buffer should be enabled for render and post post-processes to work.
set value -
1 to use the auxiliary buffer, 0 not to use. The default value is 1.
bool IsAlphaFade#
A value indicating if alpha-blend fading (dithering) is enabled for objects. when the feature is enabled, objects lods are smoothly blended into each other over a
fade distance.
set
Enables or disables alpha-blend fading (dithering) for objects. Enabling the feature allows for objects LODs to be smoothly blended into each other over a
fade distance.
set value -
1 to enable alpha fading (dithering) for objects, 0 to disable it. The default value is 1.
float SharpenIntensity#
Intensity of the sharpening effect.
set
Sets intensity of the sharpening effect.
set value -
Intensity of the sharpening effect.
bool IsSharpen#
A value indicating if the sharpening post-processing effect is enabled.
set
Enables or disables the sharpening post-processing effect.
set value -
1 to enable the sharpening post-processing effect, 0 to disable it. The default value is 0.
float FXAAIntensity#
The intensity value of the fxaa. intensity specifies the sample offset of fxaa fragment.
set
Sets the intensity of the FXAA. Intensity specifies the sample offset of FXAA fragment. The higher the value, the more blurred image will be.
set value -
Intensity value of the FXAA to be set.
bool IsFXAA#
The value indicating if fxaa (post-process anti-aliasing) is enabled.
set
Toggles FXAA (post-process anti-aliasing) on and off.
set value -
1 to enable FXAA, 0 to disable it.
int TAASamples#
The number of the sample offsets performed during sub pixel jittering. by the minimum value of 1, there is no offsets, and, therefore, no anti-aliasing.
set
Sets the number of the sample offsets performed during sub pixel jittering. By the minimum value of
1, there will be no offsets, and, therefore, no anti-aliasing. The parameter allows reducing image jittering and blurring.
set value -
The number of the sample offsets:
- 0 - 1 offset
- 1 - 4 offsets
- 2 - 8 offsets
- 3 - 16 offsets
bool IsTAACatmullResampling#
The value indicating if catmull-rom resampling is enabled. the option allows you to reduce image blurring when the camera moves forward/backward. it is recommended to disable resampling at low settings.
set
Toggles Catmull-Rom resampling on and off. The option allows you to reduce image blurring when the camera moves forward/backward. It is recommended to disable resampling at low settings.
set value -
1 to enable Catmull-Rom resampling, 0 to disable it.
float TAAPixelOffset#
The size of the sample offset performed during sub pixel jittering. the offset can be less than a pixel: for example, if 0.5 is set, frames will shift to half a pixel.
set
Sets the size of the sample offset performed during sub pixel jittering. You can specify the offset that is less than a pixel: for example, if you specify
0.5, frames will shift to half a pixel. It reduces image jittering and blurring.
set value -
Size of the sample offset.
float TAAMinFramesByVelocity#
The
minimum frame count of TAA (Temporal Anti-Aliasing). Specifies the minimum number of frames combined for fast moving pixels on the screen.
set
Sets the
minimum frame count of TAA (Temporal Anti-Aliasing). Specifies the minimum number of frames combined for fast moving pixels on the screen.
set value -
Minimum TAA frame count value. The default value is 4.0f.
float TAAMaxFramesByVelocity#
The
maximum frame count of TAA (Temporal Anti-Aliasing). Specifies the maximum number of frames combined for pixels that don't move relative to the screen space.
set
Sets the
maximum frame count of TAA (Temporal Anti-Aliasing). Specifies the maximum number of frames combined for pixels that don't move relative to the screen space.
set value -
Maximum TAA frame count value. The default value is 60.0f.
float TAAFramesVelocityThreshold#
The
velocity threshold of TAA (Temporal Anti-Aliasing), at which pixels are treated as fast moving ones.
set
Sets the
velocity threshold of TAA (Temporal Anti-Aliasing), at which pixels are treated as fast moving ones.
set value -
TAA velocity threshold value. The default value is 1.0f.
float TAAFrameCount#
The
frame count of TAA (Temporal Anti-Aliasing). Specifies the number of frames combined for pixels. The higher the value, the more frames are combined into the final image and the better anti-aliasing.
set
Sets the
frame count of TAA (Temporal Anti-Aliasing). Specifies the number of frames combined for pixels. The higher the value, the more frames are combined into the final image and the better anti-aliasing.
set value -
TAA frame count value. The default value is 30.0f.
float TAAPreserveDetails#
The
detail level of TAA (Temporal Anti-Aliasing). The higher the value, the more detailed the image is. Can produce additional flickering.
set
Sets the
detail level of TAA (Temporal Anti-Aliasing). The higher the value, the more detailed the image is. Can produce additional flickering.
set value -
TAA detail level value. The default value is 1.5f.
bool IsTAADiagonalNeighbors#
A value indicating if diagonally neighboring pixels are to be taken into account in the process of color clamping for taa. this mode can be used for relatively static scenes when improved antialiasing is required. in case of a dynamic scene, blurring artefacts near the screen borders may appear.
set
Sets a value indicating if diagonally neighboring pixels are to be taken into account in the process of color clamping for TAA. This mode can be used for relatively static scenes when improved antialiasing is required. In case of a dynamic scene, blurring artefacts near the screen borders may appear.
set value -
1 to take diagonally neighboring pixels into account in the process of color clamping for TAA, 0 to ignore them.
bool IsTAAFramesByVelocity#
A value indicating if the taa
velocity clamping option is enabled. T This option controls the number of frames combined for pixels depending on the velocity in the fragment: the number of frames is clamped to the
[Min frame count;Max frame count]. It reduces blurring in dynamic scenes with a lot of moving objects.
set
Enables or disables the TAA
velocity clamping option. This option controls the number of frames combined for pixels depending on the velocity in the fragment: the number of frames is clamped to the
[Min frame count;Max frame count]. It reduces blurring in dynamic scenes with a lot of moving objects.
set value -
1 to enable the TAA velocity clamping option, 0 to disable it. The default value is 1.
bool IsTAAFramesByColor#
A value indicating if the taa
color clamping option is enabled. When enabled, the pixel color of the current and the previous frames is clamped. Clamping is available only when
TAA is enabled.
set
Enables or disables the TAA
color clamping option. When enabled, the pixel color of the current and the previous frames is clamped. The image becomes more sharp, however, flickering can appear. Clamping is available only when
TAA is enabled.
set value -
1 to enable the TAA color clamping option, 0 to disable it. The default value is 1.
bool IsTAAAntialiasingInMotion#
A value indicating if improved anti-aliasing in motion (for moving camera and objects) is enabled.
set
Sets a value indicating if improved anti-aliasing in motion (for moving camera and objects) is enabled.
set value -
1 to enable improved anti-aliasing in motion (for moving camera and objects), 0 to disable it. The default value is 0.
bool IsTAAFixFlicker#
A value indicating if the taa
fix flicker option is enabled. This option fixes flickering edges caused by TAA: it removes bright pixels by using the pixel brightness information from the previous frame. It is recommended to enable the option for bright thin ropes, wires and lines. The option is available only when
TAA is enabled.
set
Enables or disables the TAA
fix flicker option. This option fixes flickering edges caused by TAA: it removes bright pixels by using the pixel brightness information from the previous frame. It is recommended to enable the option for bright thin ropes, wires and lines. The option is available only when
TAA is enabled.
set value -
1 to enable the TAA fix flicker option, 0 to disable it. The default value is 1.
bool IsTAA#
The value indicating if taa is enabled.
set
Toggles TAA on and off.
set value -
1 to enable TAA, 0 to disable it.
float Supersampling#
The number of samples per pixel used for supersampling.
set
Sets the number of samples per pixel used for supersampling.
set value -
Number of samples per pixel within the range [1e-6f; 8.0f]. The default value is 1.0f
int Panorama#
The value indicating current mode of panoramic rendering.
NoticeIf panoramic rendering is enabled, underwater shafts and water line effects will be disabled.
set
Sets the mode of panoramic rendering.
NoticeIf panoramic rendering is enabled, underwater shafts and water line effects will be disabled.
set value -
One of the following values:
- 0 - disabled (by default).
- 1 - 180-degree panorama with curved edges.
- 2 - 180-degree linear panorama without distortion at the edges.
- 3 - 180-degree spherical panorama (fisheye).
- 4 - a 360-degree panorama with curved edges.
- 5 - a 360-degree linear panorama without distortion at the edges.
- 6 - 360-degree spherical panorama (fisheye).
float StereoReprojectionThreshold#
The current threshold value used for stereo reprojection, when the fast
reprojection mode (
2) is used.
set
Sets the current threshold value to be used for stereo reprojection, when the fast
reprojection mode (
2) is used.
set value -
Threshold value to be used for fast stereo reprojection:
- Higher values reduce clipping of frontal parts of moving objects, but make the ghost effect more pronounced.
- Lower values reduce the ghost effect, but make clipping of frontal parts of moving objects more pronounced.
The default value is
1.0f.
bool IsStereoReprojectionBuffersFixBlur#
The value indicating if improved blur reduction is enabled for buffers (ssao, ssr, etc.) during
stereo reprojection.
NoticeThis option can be disabled, when possible, to gain some performance.
set
Sets the value indicating if improved blur reduction is enabled for buffers (SSAO, SSR, etc.) during
stereo reprojection.
NoticeThis option can be disabled, when possible, to gain some performance.
set value -
1 to enable improved blur reduction for buffers (SSAO, SSR, etc.) during stereo reprojection, 0 to disable it. The default value is 1.
bool IsStereoReprojectionFixBlur#
The value indicating if improved blur reduction is enabled for screen during
stereo reprojection.
NoticeThis option can be disabled, when possible, to gain some performance.
set
Sets the value indicating if improved blur reduction is enabled for screen during
stereo reprojection.
NoticeThis option can be disabled, when possible, to gain some performance.
set value -
1 to enable improved blur reduction for screen during stereo reprojection, 0 to disable it. The default value is 1.
int StereoReprojection#
The current stereo reprojection mode for vr. this mode enables to render 45 fps as 90 fps. instead of rendering a picture for both eyes each frame, it is rendered for one of them, while the picture for the other is obtained by making reprojection of the rendered one, next time the picture is rendered for the second eye and reprojected for the first one, and so on.
NoticeReprojection does not give an x2 performance gain as there are a lot of other things to be rendered in addition to the ones rendered per-eye (such as shadow maps etc.). Moreover, in case of a CPU bottleneck, reprojection won't give any gain at all.
It is recommended to enable stereo reprojection in the following cases:
- you have a stable 70-80 fps and just need some extra boost to get to 90
- you have a fluctuating fps (like 90, then 45, and 90 again), in this case reprojection will help you to get stable 90
In case if your initial fps is below 45, reprojection will half the framerate, and you'll end up having a completely messed up image. In this case reprojection should be disabled.
To get the value via the console, use the
render_stereo_reprojectionconsole variable.
set
Sets stereo reprojection mode for VR. This mode enables to render 45 FPS as 90 FPS. Instead of rendering a picture for both eyes each frame, it is rendered for one of them, while the picture for the other is obtained by making reprojection of the rendered one, next time the picture is rendered for the second eye and reprojected for the first one, and so on.
NoticeReprojection does not give an x2 performance gain as there are a lot of other things to be rendered in addition to the ones rendered per-eye (such as shadow maps etc.). Moreover, in case of a CPU bottleneck, reprojection won't give any gain at all.
It is recommended to enable stereo reprojection in the following cases:
- you have a stable 70-80 fps and just need some extra boost to get to 90
- you have a fluctuating fps (like 90, then 45, and 90 again), in this case reprojection will help you to get stable 90
In case if your initial fps is below 45, reprojection will half the framerate, and you'll end up having a completely messed up image. In this case reprojection should be disabled.
To set the value via the console, use the
render_stereo_reprojectionconsole command.
set value -
Reprojection mode for VR to be used. One of the following values:
- 0 - disabled (by default)
- 1 - dynamic reprojection (slower, but more accurate, more pronounced ghost effect)
- 2 - fast reprojection (fast, reduced ghost effect, but clipping of frontal parts of moving objects may occur)
vec4 StereoHiddenAreaExposureTransform#
set
Sets the area to be used for exposure calculation, when
culling of pixels, that are not visible in VR mode, is used. Correction of this area is used to avoid visual artefacts when clipped pixels affect exposure in visible areas.
set value -
Four-component vector (X, Y, Z, W), that determines a rectangular area to be used for exposure calculation, when culling of pixels, that are not visible in VR mode, is used:
- First two components (X, Y) - sizes along the X and Y axes respectively.
- Second two components (Z, W) - offset values along the X and Y axes respectively.
All components are specified within the
[0.0f, 1.0f] range.
vec4 StereoHiddenAreaTransform#
The current size and offset parameters for an oval or circular mesh used for culling pixels, that are not visible in vr mode.
set
Sets the size and offset parameters for a new oval or circular mesh to be used for culling pixels, that are not visible in VR mode.
set value -
Four-component vector (X, Y, Z, W), that determines an area to be used for exposure calculation, when culling of pixels, that are not visible in VR mode, is used:
- First two components (X, Y) - sizes along the X and Y axes respectively.
- Second two components (Z, W) - offset values along the X and Y axes respectively.
int StereoHiddenArea#
The current culling mode for pixels, that are not visible in vr mode. this parameter is used for performance optimization.
set
Sets culling mode for pixels, that are not visible in VR mode. This parameter is used for performance optimization.
set value -
Culling mode for pixels that are not visible in VR mode. One of the following values:
- 0 - hidden area culling is disabled (by default).
- 1 - OpenVR-based culling mode. Culling is performed using meshes returned by OpenVR.
NoticeCulling result depends on HMD used.
- 2 - Custom culling mode. Culling is performed using mesehes returned by OpenVR and an oval or circular mesh determined by custom adjustable parameters (See the setStereoHiddenAreaTransform() method.
float StereoOffset#
The virtual camera offset (an offset after the perspective projection).
set
Sets the virtual camera offset (an offset after the perspective projection).
set value -
Virtual camera offset in units.
float StereoRadius#
The current radius for stereo (the half of the separation distance between the cameras).
set
Sets the radius for stereo (the half of the separation distance between the cameras).
set value -
Stereo radius, in units. If a negative value is provided, 0 will be used instead.
float StereoDistance#
The focal distance for stereo rendering (distance in the world space to the point where two views line up).
set
Sets the focal distance for stereo rendering (distance in the world space to the point where two views line up, i.e. to the zero parallax plane).
set value -
Focal distance for stereo rendering, in units.
int Stereo#
The current stereo rendering mode.
NoticeTo get the value via the console, use the
render_stereoconsole variable.
set
Sets the stereo rendering mode.
NoticeTo set the value via the console, use the
render_stereoconsole command. It is not possible to set a stereo mode via a console if the default system script is used; it allows for setting it only on the start-up.
set value -
Stereo rendering mode:
- 0 - disabled (by default).
- 1 - enabled anaglyph stereo.
- 2 - enabled interlaced stereo.
- 3 - enabled horizontal stereo.
- 4 - enabled vertical stereo.
int VREmulation#
The value indicating the current vr-emulation mode.
set
Sets the VR-emulation mode.
set value -
VR-emulation mode:
- 0 - disabled (by default).
- 1 - HTC Vive emulation.
- 2 - HTC Vive Pro emulation.
- 3 - Oculus Rift emulation.
float AnimationOldTime#
The previous render animation time for vegetation.
float AnimationTime#
The render animation time for vegetation.
set
Sets the render animation time for vegetation.
set value -
Animation time in milliseconds.
vec3 AnimationWind#
The current direction of wind for all vegetation (grass and trees). it is a multiplier for the stem offset (in grass, stem and leaves materials).
set
Sets the direction of wind for all vegetation (grass and trees). It is a multiplier for the stem offset (in grass, stem and leaves materials).
set value -
Offset for vegetation under wind by X, Y and Z axes.
float AnimationScale#
Returns the current global scale for rotation speed of vegetation leaves.
set
Sets the global scale for rotation speed of vegetation leaves.
set value -
Global leaf rotation speed.
float AnimationLeaf#
Returns the current scale for rotation angle of vegetation leaves.
set
Sets the global scale for rotation angle of vegetation leaves.
set value -
Global leaf rotation angle. If a negative value is provided, 0 will be used instead.
float AnimationStem#
Returns the current global scale for movement amplitude of vegetation stems.
set
Sets the global scale for movement amplitude of vegetation stems.
set value -
Global stem amplitude scale. If a negative value is provided, 0 will be used instead.
float ShadowDistance#
The distance, at which (and farther) shadows will not be rendered.
set
Sets the distance, at which (and farther) shadows will not be rendered.
set value -
Distance in units.
float ShadowDistanceScale#
The current the global shadow distance scale multiplier. this option allows a developer to easily increase or decrease shadows rendering performance by changing the scale.
set
Sets the global shadow distance scale multiplier. This option allows a developer to easily increase or decrease shadows rendering performance by changing the scale.
set value -
Global shadow distance scale multiplier to be set in [0.0f; inf] range. The default value is 1.0f.
float ReflectionDistance#
The distance, at which (and farther) reflections will not be rendered.
set
Sets the distance, at which (and farther) reflections will not be rendered.
set value -
Distance in units.
float ObjectDistance#
A distance, at which (and farther) objects will not be rendered.
set
Sets the distance, at which (and farther) objects will not be rendered.
set value -
Distance in units.
float DecalDistance#
The distance, at which (and farther) decals will not be rendered.
set
Sets the distance, at which (and farther) decals will not be rendered.
set value -
Distance in units.
float LightDistance#
The distance, at which (and farther) dynamic lights will not be rendered.
set
Sets the distance, at which (and farther) dynamic lights will not be rendered.
set value -
Distance in units.
float FieldDistance#
The distance, at which (and farther) field nodes will not be rendered.
set
Sets the distance, at which (and farther) Field nodes will not be rendered.
set value -
Distance in units.
float DistanceScale#
The current global distance scale for all distance parameters:
shadow distance, world lights shadows, LOD distances, etc.
set
Sets the global distance scale for all distance parameters:
shadow distance,
light distance, LOD distances, etc.
set value -
Global distance scale.
int FPSStabilizationOffset#
The current amount of actual fps reduction used for framerate stabilization. actual fps value will be reduced by this amount:
Resulting_FPS = Actual_FPS - Offset.
set
Returns the current amount of actual FPS reduction used for framerate stabilization. Actual FPS value will be reduced by this amount:
Resulting_FPS = Actual_FPS - Offset.
set value -
FPS reduction amount to be set, in frames per second, within the [0; 100] range. The default value is 4.
int FPSStabilizationRounding#
The current unit size (granularity) used for framerate stabilization. resulting fps value will be rounded to the nearest multiple of unit size.
set
Sets the unit size (granularity) used for framerate stabilization. Resulting FPS value will be rounded to the nearest multiple of unit size.
set value -
Unit size (granularity) to be set, in frames per second, within the [0; 100] range. The default value is 10.
int FPSStabilizationMin#
The current minimum fps value for which framerate stabilization is to be performed. for lower fps values framerate stabilization will be disabled.
set
Sets the minimum FPS value for which framerate stabilization is to be performed. For lower FPS values framerate stabilization will be disabled.
set value -
Minimum FPS value to be set within the [0; 500] range. The default value is 30.
float FPSStabilizationSpeedDown#
The current number of frames per second for gradual fps decrease. this value controls smooth transition between various framerates and avoid fluctuations.
set
Set the number of frames per second for gradual FPS decrease. This value controls smooth transition between various framerates and avoid fluctuations.
set value -
Transition rate to be set within the [0; inf] range. The default value is 16.
float FPSStabilizationSpeedUP#
The current number of frames per second for gradual fps increase. this value controls smooth transition between various framerates and avoid fluctuations.
set
Set the number of frames per second for gradual FPS increase. This value controls smooth transition between various framerates and avoid fluctuations.
set value -
Transition rate to be set within the [0; inf] range. The default value is 16.
bool IsFPSStabilization#
set
Sets the value indicating if the
framerate stabilization is enabled.
set value -
1 to enable framerate stabilization, 0 to disable it.
bool IsShadersPreload#
A value indicating if all shaders are compiled and loaded to ram every time the world is loaded.
NoticePre-loading shaders results in significant memory consumption. It is recommended to use pre-generated shaders cache instead when possible (see the
shaders_create command). In this case necessary shaders are loaded from cache to RAM on demand.
set
Sets a value indicating if all shaders are compiled and loaded to RAM every time the world is loaded.
NoticePre-loading shaders results in significant memory consumption. It is recommended to use pre-generated shaders cache instead when possible (see the
shaders_create command). In this case necessary shaders are loaded from cache to RAM on demand.
set value -
1 to enable pre-loading for shaders, 0 to disable it. The default value is 0.
int StreamingMeshesMemoryLimit#
The current cache memory limit used for mesh streaming.
set
Sets cache memory limit used for mesh streaming.
set value -
Cache memory limit for meshes to be set, in percentage of the total GPU memory. The default value is 15.
int StreamingTexturesCacheResolution#
Current resolution for texture cache elements. these minimized copies of textures are used instead of the originals.
set
Sets resolution for texture cache elements. These minimized copies of textures are used instead of the originals.
set value -
Resolution for texture cache elements. One of the following values:
- 0 - is 8x8
- 1 - is 16x16 (by default)
- 2 - is 32x32
- 3 - is 64x64
- 4 - is 128x128
- 5 - is 256x256
- 6 - is 512x512
bool IsStreamingTexturesCachePreload#
A value indicating if textures cache is loaded at engine startup.
set
Sets a value indicating if textures cache should be loaded at engine startup.
set value -
1 to enable loading of textures cache at engine startup, 0 to disable it. The default value is 1.
int StreamingTexturesMemoryLimit#
The current cache memory limit used for texture streaming.
set
Sets cache memory limit used for texture streaming.
set value -
Cache memory limit for textures to be set, in percentage of the total GPU memory. The default value is 65.
int StreamingParticlesMemoryLimit#
The current cache memory limit used for streaming of vertices of particle systems.
set
Sets cache memory limit used for streaming of vertices of particle systems.
set value -
Cache memory limit for vertices of particle systems to be set, in percentage of the total GPU memory. The default value is 3.
int StreamingDestroyDuration#
The current resource cleanup interval.
set
Sets resource cleanup interval.
set value -
Resource cleanup interval, in number of frames, within the [0; 300] range. The default value is 30.
int StreamingMaxThreads#
The maximum number of threads used for streaming.
set
Set the maximum number of threads used for streaming.
set value -
Maximum number of threads to be used for streaming, within the
[1; 256] range. The default value is
1.
NoticeHigher number of threads results in faster streaming, but may cause spikes in case of excessive consumption of GPU resources.
bool IsStreamingUseMemoryLimit#
A value indicating if memory limitation for asynchronous resource loading (meshes and textures) is currently enabled.
set
Sets a value indicating if memory limitation for asynchronous resource loading (meshes and textures) is enabled.
set value -
1 to enable memory limitation for asynchronous resource loading (meshes and textures), 0 to disable it. The default value is 1.
int StreamingMode#
The current streaming mode used for textures and meshes.
set
Sets the streaming mode to be used for textures and meshes.
Forced mode can be used for grabbing frame sequences, rendering node previews, etc.
set value -
Streaming mode to be set: one of the
STREAMING_* variables.
int TexturesAnisotropy#
Current anisotropy level for textures (degree of anisotropic filtering).
set
Sets the anisotropy level for textures (degree of anisotropic filtering).
set value -
Anisotropy level:
- 0 - anisotropy level 1.
- 1 - anisotropy level 2.
- 2 - anisotropy level 4.
- 3 - anisotropy level 8 (by default).
- 4 - anisotropy level 16.
int TexturesFilter#
The current texture filtering mode.
set
Sets the texture filtering mode.
set value -
Texture filtering mode:
- 0 - bilinear filtering.
- 1 - trilinear filtering (by default).
int TexturesMinResolution#
The current minimum resolution of all textures. the engine doesn't compress existing textures: it uses specified mipmaps of
*.dds textures.
NoticeTo get the value via the console, use
render_textures_min_resolution console variable.
set
Sets the minimum resolution of all textures. The engine doesn't compress existing textures: it uses specified mip maps of
*.dds textures.
NoticeTo set the value via the console, use
render_textures_min_resolution console command.
set value -
Minimum resolution:
- 0 - 128 x 128 (by default).
- 1 - 256 x 256.
- 2 - 512 x 512.
- 3 - 1024 x 1024.
- 4 - 2048 x 2048.
- 5 - 4096 x 4096.
- 6 - 8192 x 8192.
- 7 - 16384 x 16384.
int TexturesMaxResolution#
The current maximum resolution of all textures. the engine doesn't compress existing textures: it uses specified mipmaps of
*.dds textures.
set
Sets the maximum resolution of all textures. The engine doesn't compress existing textures: it uses specified mipmaps of
*.dds textures.
set value -
Maximum resolution:
- 0 - 128 x 128.
- 1 - 256 x 256.
- 2 - 512 x 512.
- 3 - 1024 x 1024.
- 4 - 2048 x 2048.
- 5 - 4096 x 4096.
- 6 - 8192 x 8192 (by default).
- 7 - 16384 x 16384.
int TexturesQuality#
The current resolution of textures.
set
Sets the resolution of textures.
set value -
One of the
QUALITY_* pre-defined variables.
int Latency#
The maximum number of back buffer frames that a driver is allowed to queue for rendering. the buffers are used for gpu load optimization: in certain cases several command buffers (frames) can be processed by gpu at once increasing the
Waiting GPU time for one frame and having zero
Waiting GPU time for the next ones. Thus, GPU avoids rendering spikes, but increased
Waiting GPU time will cause a spike in application logic, in case when the logic is bound to
duration of a single frame.
Frame latency is the number of frames that are allowed to be stored in a queue before submission for rendering. Latency is often used to control how the CPU chooses between responding to user input and frames that are in the render queue. In certain cases (high GPU load, VSYNC usage) it may be required to queue more frames of data, it is also beneficial for applications with no user input (e.g., video playback).
NoticeTo get the value via the Console, use the
render_latencyconsole variable.
set
Set the maximum number of back buffer frames that a driver is allowed to queue for rendering. The buffers are used for GPU load optimization: in certain cases several command buffers (frames) can be processed by GPU at once increasing the
Waiting GPU time for one frame and having zero
Waiting GPU time for the next ones. Thus, GPU avoids rendering spikes, but increased
Waiting GPU time will cause a spike in application logic, in case when the logic is bound to
duration of a single frame.
Frame latency is the number of frames that are allowed to be stored in a queue before submission for rendering. Latency is often used to control how the CPU chooses between responding to user input and frames that are in the render queue. In certain cases (high GPU load, VSYNC usage) it may be required to queue more frames of data, it is also beneficial for applications with no user input (e.g., video playback).
NoticeTo set the value via the Console, use the
render_latencyconsole command.
set value -
Maximum number of back buffer frames allowed:
- 0 - sequential rendering CPU-GPU-CPU-GPU...
- 1 - 1 buffer (by default)
- 2 - 2 buffers
- 3 - 3 buffers
NoticeValues 1-3 are available for DirectX only.
string DeferredMaterial#
The list of materials that are used on the
Deferred Composite stage of rendering sequence.
set
Updates the list of materials that will be used on the
Deferred Composite stage of rendering sequence. A
debug material can be put here in order to be added to the final image.
set value -
List of composite deferred materials (a comma separated string, e.g., "mat_1, mat_2, ... mat_n").
string DebugMaterials#
The list of debug materials to be rendered as a string constant.
NoticeRendering of debug materials must be enabled (see the
setDebug() method).
set
Updates the list of debug materials to be rendered.
NoticeRendering of debug materials must be enabled (see the
setDebug() method).
set value -
List of debug materials (a comma separated string, e.g., "mat_1, mat_2, ... mat_n").
bool IsDebug#
The value indicating whether debug materials (the debug_materials material) are rendered or not. Debug materials can be used for debugging of image generation stages.
set
Enables or disables rendering of debug materials (the
debug_materials material). Debug materials can be used for debugging of image generation stages. For example, you can render only SSR, or only cubemaps and so on.
set value -
1 to enable rendering of debug materials, 0 to disable it. The default value is 0.
bool IsGbufferLightmap#
A value indicating if lightmap data is stored in the gbuffer.
set
Enables or disables storing lightmap data in the GBuffer.
set value -
1 to enable storing lightmap data in the GBuffer, 0 to disable it. The default value is 1.
bool IsDepthPrePass#
A value indicating if depth pre-pass rendering is enabled. when enabled, an additional depth buffer rendering pass is performed in the beginning of the rendering sequence.
NoticeThis option can be used to gain performance for well optimized scenes using LODs and having a low-to-medium number of triangles in case of GPU bottlenecks. In other cases (heavy CAD models, large number of triangles and CPU bottlenecks) it may reduce performance, so it is recommended to use
profiling tools to make sure that a positive effect is obtained.
set
Enables or disables depth pre-pass rendering. When enabled, an additional depth buffer rendering pass is performed in the beginning of the rendering sequence.
NoticeThis option can be used to gain performance for well optimized scenes using LODs and having a low-to-medium number of triangles in case of GPU bottlenecks. In other cases (heavy CAD models, large number of triangles and CPU bottlenecks) it may reduce performance, so it is recommended to use
profiling tools to make sure that a positive effect is obtained.
set value -
1 to enable depth pre-pass, 0 to disable it. The default value is 0.
vec2 VirtualResolution#
The current virtual screen resolution.
NoticeTo get the value via the console, use the
render_virtual_resolution console variable.
set
Sets virtual screen resolution. This option can be used to render video with high resolution (e.g. 8K) regardless of monitor's resolution.
NoticeTo set the value via the console, use the
render_virtual_resolution console command.
set value -
Virtual screen resolution (X, Y), in pixels. The default value is (-1, -1).
float MaxFPS#
The current maximum fps value, to which rendering fps is clamped.
set
Sets a maximum FPS value, to which rendering FPS is to be clamped.
set value -
Maximum FPS value for clamping. 0 - disables FPS clamping. The default value is 0.
vec2 Border#
Current width and height of the image border (in pixels), to be rendered outside the horizontal bounds of the screen to reduce artefacts of post effects.
set
Sets width and height of the image border (in pixels), to be rendered outside the horizontal bounds of the screen to reduce artefacts of post effects.
set value -
Vector with components representing border sizes: X - width, Y - height.
float Budget#
Current render budget value, which limits the number of loaded/created graphics resources during a frame according to loading/creation time.
set
Sets the render budget value, which limits the number of loaded/created graphics resources during a frame according to loading/creation time.
set value -
Budget value in seconds. The default value is 1/60.
string PostMaterials#
Returns names of the current post postprocess materials that are applied after all other postprocess (such as HDR, DoF, etc.) are rendered. Materials are applied in the order of listing.
They are used together with Player::getPostMaterials(), if any.
set
Sets post postprocess materials that are applied after all other postprocess (such as HDR, DoF, etc.) are rendered. Materials are applied in the order of listing.
They are used together with Player::setPostMaterials(), if any.
set value -
Comma-separated list of post postprocess material names.
string CompositeMaterial#
A name of the current composite material that specifies a custom shader used for the final composition of the full-screen image instead of the default one.
set
Sets a custom composite material that specifies a custom shader used for the final composition of the full-screen image instead of the default one.
set value -
Composite material name.
string PrePostMaterials#
Names of the current pre-post materials that are applied before all other postprocess (such as hdr, dof, etc.) are rendered. materials are applied in the order of listing.
set
Sets pre-post materials that are applied before all other postprocess (such as HDR, DoF, etc.) are rendered. Materials are applied in the order of listing.
set value -
List of comma-separated pre-post material names.
int NumScriptableMaterials#
Viewport Viewport#
set
Sets a
viewport for a main application window.
set value -
Viewport instance.
string ShaderDefines#
Additional shader defines.
set
Set additional shader defines.
set value -
Additional shader defines.
int ClearBufferMask#
Current buffer cleanup mask. this mask determines which buffers are to be cleared next time the
Engine::render() is called. This method can be used to save current buffer cleanup mask to restore it later.
set
Sets the buffer cleanup mask. This mask determines which buffers are to be cleared next time the
Engine::render() is called. Thus, you can determine the contents of which buffers is to be kept, avoiding situations, when necessary data is cleared.
Source code (C#)Render.ClearBufferMask = RenderState.BUFFER_ALL;
// color, depth & stencil buffers will be cleared
Render.ClearBufferMask = RenderState.BUFFER_NONE;
// no buffers will be cleared (useful if you want to embed the engine somewhere)
Render.ClearBufferMask = RenderState.BUFFER_DEPTH;
// only the depth buffer will be cleared
// masks can be combined:
Render.ClearBufferMask = BUFFER_COLOR | BUFFER_STENCIL;
// color and stencil buffer will be cleared
// there is a separate BUFFER_DEPTH_STENCIL mask for convenience
Render.ClearBufferMask(BUFFER_DEPTH_STENCIL);
bool IsFirstFrame#
A value indicating if the first frame is enabled over the current frame.
set
Sets a value indicating if the first frame should be enabled over the current frame.
set value -
1 to enable the first frame flag, 0 - to disable.
string Data#
User data associated with the render. this string is written directly into a
*.world file. Namely, into the
data child tag of the
render tag, for example:
Source code (XML)<world version="1.21">
<render>
<data>User data</data>
</render>
</world>
set
Sets user data associated with the render. This string is written directly into a
*.world file. Namely, into the
data child tag of the
render tag, for example:
Source code (XML)<world version="1.21">
<render>
<data>User data</data>
</render>
</world>
set value -
New user data. The data can contain an XML formatted string.
int MaxFieldShorelines#
The maximum limit of
FieldShoreline nodes allowed to be used in shaders.
int MaxFieldHeights#
The maximum limit of
FieldHeight nodes allowed to be used in shaders.
int MaxFieldAnimations#
The maximum limit of
FieldAnimation nodes allowed to be used in shaders.
int MaxFieldSpacers#
The maximum limit of
FieldSpacer nodes allowed to be used in shaders.
int NumInstances#
The maximum number of instances that can be rendered for each of the following node types:
NoticeReturned value depends on the graphics API used.
bool IsFlipped#
Checks render orientation.
Source code (C#)Texture texture;
Texture texture_2;
float uv_x, uv_y;
//...
float flip_sign = (Render.IsFlipped ? -1.0f : 1.0f);
float translate_x = 2.0f * uv_x - 1.0f;
float translate_y = flip_sign * (2.0f * uv_y - 1.0f);
float scale_x = texture.getWidth() / texture_2.getWidth();
float scale_y = texture.getHeight() / texture_2.getHeight();
mat4 transform = MathLib.Translate(translate_x, translate_y, 0.0f) * MathLib.Scale(scale_x, scale_y, 1.0f);
int GPUMemory#
An amount of memory provided by the current gpu.
int GPUName#
The name of the current gpu.
int API#
The current graphics api, or API_UNKNOWN if API cannot be identified.
Render.CORRECT_ROUGHNESS EnvironmentCorrectRoughness#
The value indicating the correction mode set for environment reflections on rough surfaces. correction modes differ in the number of rays used to create a reflection on a rough surface.
set
Enables one of correction modes for environment reflections on rough surfaces or disables correction. Correction modes differ in the number of rays used to create a reflection on a rough surface.
int SSSSSTAASamples#
The number of the sample offsets performed during subpixel jittering for screen-space subsurface scattering. by the minimum value of 1, there will be no offsets, and, therefore, no anti-aliasing.
set
Sets the number of the sample offsets performed during subpixel jittering for Screen-Space Subsurface Scattering. By the minimum value of 1, there will be no offsets, and, therefore, no anti-aliasing.
set value -
One of the values defining the number of samples:
- 0 — 1 sample offset, no anti-aliasing
- 1 — 4 offsets
- 2 — 8 offsets
- 3 — 16 offsets
bool IsSSSSSTAACatmullResampling#
A value indicating if catmull-rom resampling for screen-space subsurface scattering is enabled. it allows reducing image blurring when the camera moves forward/backward. it is recommended to disable resampling at low settings.
set
Enables and disables Catmull-Rom resampling for Screen-Space Subsurface Scattering. It allows reducing image blurring when the camera moves forward/backward. It is recommended to disable resampling at low settings.
set value -
1 to enable Catmull-Rom resampling; 0 — to disable it.
float SSSSSTAAMinFramesByVelocity#
The number of frames combined and blended for fast-moving pixels on the screen — the minimum frame count of taa (temporal anti-aliasing) for the sssss (screen-space subsurface scattering) effect.
set
Sets the number of frames combined and blended for fast-moving pixels on the screen — the minimum frame count of TAA (Temporal Anti-Aliasing) for the SSSSS (Screen-Space Subsurface Scattering) effect.
set value -
Minimum number of frames for velocity buffer. The default value is 4.0f.
float SSSSSTAAMaxFramesByVelocity#
The number of frames combined and blended for pixels that don't move relative to the screen space — the maximum frame count of taa (temporal anti-aliasing) for the sssss (screen-space subsurface scattering) effect.
set
Sets the number of frames combined and blended for pixels that don't move relative to the screen space — the maximum frame count of TAA (Temporal Anti-Aliasing) for the SSSSS (Screen-Space Subsurface Scattering) effect.
set value -
Maximum number of frames for velocity buffer. The default value is 60.0f.
float SSSSSTAAFramesVelocityThreshold#
The
threshold value defining sensitivity to velocity change (velocity threshold at which pixels are treated as fast moving) for the SSSSS (Screen-Space Subsurface Scattering) effect.
set
Sets the
threshold value defining sensitivity to velocity change (velocity threshold at which pixels are treated as fast moving) for the SSSSS (Screen-Space Subsurface Scattering) effect.
set value -
Velocity threshold at which pixels are treated as fast-moving.
float SSSSSTAAFrameCount#
The number of frames that are combined and blended during taa calculation for the sssss (screen-space subsurface scattering) effect. the higher the value, the more frames are combined into the final image and the better anti-aliasing is. this value is used only when
Frames By Velocity option is disabled.
set
Sets the number of frames that are combined and blended during TAA calculation for the SSSSS (Screen-Space Subsurface Scattering) effect. The higher the value, the more frames are combined into the final image and the better anti-aliasing is. This value is used only when
Frames By Velocity option is disabled.
set value -
The number of frames for velocity buffer. The default value is 30.0f
float SSSSSTAAPreserveDetails#
The value of the
TAA (Temporal Anti-Aliasing) detail level for the SSSSS (Screen-Space Subsurface Scattering) effect: the higher the value, the more detailed the image is. At the value of 0, the image becomes blurred when moving the camera, however, the TAA effect is better.
set
Enables or disables the
Preserve Details option that controls the TAA (Temporal Anti-Aliasing) detail level for the SSSSS (Screen-Space Subsurface Scattering) effect: the higher the value, the more detailed the image is. At the value of 0, the image becomes blurred when moving the camera, however, the TAA effect is better.
set value -
The TAA detail level.
bool IsSSSSSTAAFramesByVelocity#
A value indicating if the
Frames By Velocity option for the SSSSS (Screen-Space Subsurface Scattering) effect is enabled.
set
Enables or disables the
Frames By Velocity option for the SSSSS (Screen-Space Subsurface Scattering) effect allowing accumulaton of a variable number of frames over time depending on the pixel velocity difference between the current and previous frames.
set value -
1 to enable the Frames By Velocity option; 0 — to disable it.
bool IsSSSSSTAAFramesByColor#
A value indicating if the
Frames By Color option for the SSSSS (Screen-Space Subsurface Scattering) effect is enabled.
set
Enables or disables the
Frames By Color option for SSSSS allowing accumulation of a variable number of frames over time depending on the pixel color difference between the current and previous frames.
set value -
1 to enable the Frames By Color option; 0 — to disable it.
bool IsSSSSSTAAAntialiasingInMotion#
A value indicating if
antialiasing in motion is enabled for the SSSSS (Screen-Space Subsurface Scattering) effect.
set
Enables or disables
antialiasing in motion (for moving camera and objects) for the SSSSS (Screen-Space Subsurface Scattering) effect.
set value -
1 to enable antialiasing in motion; 0 — to disable it.
bool IsSSSSSTAAFixFlicker#
A value indicating if the
Fix Flicker effect is enabled for the SSSSS (Screen-Space Subsurface Scattering) effect.
set
Enables or disables the
Fix Flicker effect for the SSSSS (Screen-Space Subsurface Scattering) effect that removes bright pixels by using the pixel brightness information from the previous frame.
set value -
1 to enable the Fix Flicker effect; 0 — to disable it.
int SSSSSInterleavedSamples#
Defines the number of pixels to be skipped when rendering the SSSSS (Screen-Space Subsurface Scattering) effect with subsequent reconstruction of neighboring pixels using the data from previous frames.
set
Defines the number of pixels to be skipped when rendering the SSSSS (Screen-Space Subsurface Scattering) effect with subsequent reconstruction of neighboring pixels using the data from previous frames.
set value -
- 0 — half of all pixels is rendered skipping each second line (1 x 2)
- 1 — quarter of all pixels is rendered skipping each second line and row (2 x 2)
int SSSSSInterleavedColorClamping#
set
Sets the
color clamping mode used to reduce ghosting effect.
set value -
One of the color clamping modes:
- 0 — disabled
- 1 — low
- 2 — medium
- 3 — high
- 4 — high + velocity
bool IsSSSSSInterleaved#
set
Enables or disables
interleaved rendering mode for SSSSS (Screen-Space Subsurface Scattering).
set value -
1 to enable the interleaved mode for SSSSS; 0 — to disable it.
float SSSSSNoiseRay#
The intensity of the ray noise used for sssss (screen-space subsurface scattering) calculation to reduce banding artifacts of tracing: higher values make banding less visible.
set
Sets the intensity of the ray noise used for SSSSS (Screen-Space Subsurface Scattering) calculation to reduce banding artifacts of tracing: higher values make banding less visible.
set value -
Intensity of the ray noise used for SSSSS calculation.
float SSSSSNoiseStep#
The intensity of the step noise used for sssss (screen-space subsurface scattering) calculation to reduce banding artifacts of tracing: higher values make banding less visible.
set
Sets the intensity of the step noise used for SSSSS (Screen-Space Subsurface Scattering) calculation to reduce banding artifacts of tracing: higher values make banding less visible.
set value -
Intensity of the step noise used for SSSSS calculation.
float SSSSSMaxThreshold#
The threshold of sssss (screen-space subsurface scattering) for the material's
Translucent parameter equal to 1 (maximum translucency).
set
Sets the threshold of SSSSS (Screen-Space Subsurface Scattering) for the material's
Translucent parameter equal to 1 (maximum translucency).
set value -
Threshold scattering value for the material's Translucent parameter equal to 1.
float SSSSSMinThreshold#
The threshold of sssss (screen-space subsurface scattering) for the material's
Translucent parameter equal to 0 (minimum translucency).
set
Sets the threshold of SSSSS (Screen-Space Subsurface Scattering) for the material's
Translucent parameter equal to 0 (minimum translucency).
set value -
Threshold scattering value for the material's Translucent parameter equal to 0.
bool IsSSSSSAmbient#
A value indicating if the sssss (screen-space subsurface scattering) calculation for ambient lighting (environment) is enabled.
set
Enables or disables the SSSSS (Screen-Space Subsurface Scattering) calculation for ambient lighting (environment).
set value -
1 to enable the SSSSS calculation for ambient lighting; 0 — to disable it.
bool IsSSSSSDiffuse#
A value indicating if the sssss (screen-space subsurface scattering) calculation for diffuse lighting (directional lights) is enabled.
set
Enables or disables the SSSSS (Screen-Space Subsurface Scattering) calculation for diffuse lighting (directional lights).
set value -
1 to enable the SSSSS calculation for diffuse lighting;0 — to disable it.
float SSRColorClampingVelocityThreshold#
The current sensitivity of taa color clamping for the ssr (screen-space reflections) effect to pixel velocity change. this parameter is used to reduce ghosting effect for lower
Color Clamping Intensity values: it automatically increases clamping intensity for higher velocities, and disables clamping for low velocity values.
set
Sets the sensitivity of TAA color clamping for the SSR (Screen-Space Reflections) effect to pixel velocity change. This parameter is used to reduce ghosting effect for lower
Color Clamping Intensity values: it automatically increases clamping intensity for higher velocities, and disables clamping for low velocity values.
set value -
Sensitivity of TAA color clamping for the SSR (Screen-Space Reflections) effect to pixel velocity change in range
[0.0f; 1.0f] to be set.
Lower values result in more accumulated frames combined, which reduces noise flickering, but increases ghosting effect (to reduce ghosting in this case you can use
SSR Color Clamping Velocity Threshold), while
higher values reduce ghosting effect, but increase flickering. The default value is
1.0f.
float SSRColorClampingIntensity#
The current intensity of taa color clamping at zero pixel velocity for the ssr (screen-space reflections) effect.
set
Sets the intensity of TAA color clamping at zero pixel velocity for the SSR (Screen-Space Reflections) effect.
set value -
Intensity of TAA color clamping at zero pixel velocity in range
[0.0f; 1.0f].
Lower values result in more accumulated frames combined, which reduces noise flickering, but increases ghosting effect (to reduce ghosting in this case you can use
SSR Color Clamping Velocity Threshold), while
higher values reduce ghosting effect, but increase flickering. The default value is
1.0f.
int SSRDenoiseRadius#
The current radius of the area to be affected by noise reduction for the ssr (screen-space reflections) effect.
set
Sets the radius of the area to be affected by noise reduction for the SSR (Screen-Space Reflections) effect.
set value -
Radius to be affected by noise reduction, an integer value in range [1; 3] to be set. The default value is 1.
float SSRDenoiseThreshold#
The current threshold value for color difference of neighboring pixels used for noise reduction for the ssr (screen-space reflections) effect: blur is applied when the color difference is less than the threshold value.
NoticeSetting too high values result in blurring the whole image.
set
Sets the threshold value for color difference of neighboring pixels used for noise reduction for the SSR (Screen-Space Reflections) effect: blur is applied when the color difference is less than the threshold value.
NoticeSetting too high values result in blurring the whole image.
set value -
Threshold value for color difference of neighboring pixels in range [0.0f; 1.0f] to be set. The default value is 0.1f.
float SSRDenoiseGaussianSigma#
The current value of the sigma parameter of gaussian blur used for noise reduction for the ssr (screen-space reflections) effect. this parameter controls the amount of blur applied.
set
Sets the sigma parameter of Gaussian blur used for noise reduction for the SSR (Screen-Space Reflections) effect. This parameter controls the amount of blur applied.
set value -
Gaussian blur sigma parameter value in range [0.0f; 100.0f] to be set. The default value is 10.0f.
float SSRDenoiseIntensity#
The current noise reduction intensity for the ssr (screen-space reflections) effect.
set
Sets the noise reduction intensity for the SSR (Screen-Space Reflections) effect.
set value -
Noise reduction intensity value in range [0.0f; 1.0f] to be set. Higher values provide a less noisy, but more blurred result. The default value is 0.2f.
int SSRDenoiseQuality#
The current noise reduction quality level for the ssr (screen-space reflections) effect defining the number of samples used.
set
Sets the noise reduction quality level for the SSR (Screen-Space Reflections) effect defining the number of samples used.
set value -
Noise reduction quality to be set:
- 0 - Low
- 1 - Medium (by default)
- 2 - High
- 3 - Ultra
Higher values provide better reduction, but for a performance cost (choosing
Medium is enough in most cases).
int BentNormalDenoiseQuality#
The current noise reduction quality level for bent normals calculation defining the number of samples used.
set
Sets the noise reduction quality level for bent normals calculation defining the number of samples used.
set value -
Noise reduction quality to be set:
- 0 - Low
- 1 - Medium (by default)
- 2 - High
- 3 - Ultra
Higher values provide better reduction, but for a performance cost (choosing
Medium is enough in most cases).
float SSGIColorClampingVelocityThreshold#
The current sensitivity of taa color clamping for the ssgi (screen space global illumination) effect to pixel velocity change. this parameter is used to reduce ghosting effect for lower
Color Clamping Intensity values: it automatically increases clamping intensity for higher velocities, and disables clamping for low velocity values.
set
Sets the sensitivity of TAA color clamping for the SSGI (Screen Space Global Illumination) effect to pixel velocity change. This parameter is used to reduce ghosting effect for lower
Color Clamping Intensity values: it automatically increases clamping intensity for higher velocities, and disables clamping for low velocity values.
set value -
Sensitivity of TAA color clamping for the SSGI (Screen Space Global Illumination) effect to pixel velocity change in range
[0.0f; 1.0f] to be set.
Lower values result in more accumulated frames combined, which reduces noise flickering, but increases ghosting effect (to reduce ghosting in this case you can use
SSGI Color Clamping Velocity Threshold), while
higher values reduce ghosting effect, but increase flickering. The default value is
1.0f.
float SSGIColorClampingIntensity#
The current intensity of taa color clamping at zero pixel velocity for the ssgi (screen space global illumination) effect.
set
Sets the intensity of TAA color clamping at zero pixel velocity for the SSGI (Screen Space Global Illumination) effect.
set value -
Intensity of TAA color clamping at zero pixel velocity in range
[0.0f; 1.0f].
Lower values result in more accumulated frames combined, which reduces noise flickering, but increases ghosting effect (to reduce ghosting in this case you can use
SSGI Color Clamping Velocity Threshold), while
higher values reduce ghosting effect, but increase flickering. The default value is
1.0f.
int SSGIDenoiseRadius#
The current radius of the area to be affected by noise reduction for the ssgi (screen space global illumination) effect.
set
Sets the radius of the area to be affected by noise reduction for the SSGI (Screen Space Global Illumination) effect.
set value -
Radius to be affected by noise reduction, an integer value in range [1; 3] to be set. The default value is 1.
float SSGIDenoiseThreshold#
The current threshold value for color difference of neighboring pixels used for noise reduction for the ssgi (screen space global illumination) effect: blur is applied when the color difference is less than the threshold value.
NoticeSetting too high values result in blurring the whole image.
set
Sets the threshold value for color difference of neighboring pixels used for noise reduction for the SSGI (Screen Space Global Illumination) effect: blur is applied when the color difference is less than the threshold value.
NoticeSetting too high values result in blurring the whole image.
set value -
Threshold value for color difference of neighboring pixels in range [0.0f; 1.0f] to be set. The default value is 0.1f.
float SSGIDenoiseGaussianSigma#
The current value of the sigma parameter of gaussian blur used for noise reduction for the ssgi (screen space global illumination) effect. this parameter controls the amount of blur applied.
set
Sets the sigma parameter of Gaussian blur used for noise reduction for the SSGI (Screen Space Global Illumination) effect. This parameter controls the amount of blur applied.
set value -
Gaussian blur sigma parameter value in range [0.0f; 100.0f] to be set. The default value is 10.0f.
float SSGIDenoiseIntensity#
The current noise reduction intensity for the ssgi (screen space global illumination) effect.
set
Sets the noise reduction intensity for the SSGI (Screen Space Global Illumination) effect.
set value -
Noise reduction intensity value in range [0.0f; 1.0f] to be set. Higher values provide a less noisy, but more blurred result. The default value is 0.2f.
int SSGIDenoiseQuality#
The current noise reduction quality level for the ssgi (screen-space global illumination) effect defining the number of samples used.
set
Sets the noise reduction quality level for the SSGI (Screen-Space Global Illumination) effect defining the number of samples used.
set value -
Noise reduction quality to be set:
- 0 - Low
- 1 - Medium (by default)
- 2 - High
- 3 - Ultra
Higher values provide better reduction, but for a performance cost (choosing
Medium is enough in most cases).
int SSAODenoiseQuality#
The current noise reduction quality level for the ssao (screen-space ambient occlusion) effect defining the number of samples used.
set
Sets the noise reduction quality level for the SSAO (Screen-Space Ambient Occlusion) effect defining the number of samples used.
set value -
Noise reduction quality to be set:
- 0 - Low
- 1 - Medium (by default)
- 2 - High
- 3 - Ultra
Higher values provide better reduction, but for a performance cost (choosing
Medium is enough in most cases).
bool IsShowLandscapeTerrainVTStreaming#
A value indicating if visualization is enabled for
streaming of tiles of the landscape terrain megatexture. This method can be used for visual adjustment of the streaming process.
set
Sets a value indicating if visualization is enabled for
streaming of tiles of the landscape terrain megatexture. This method can be used for visual adjustment of the streaming process.
set value -
true to enable visualization of streaming of landscape terrain tiles; false — to disable it.
int ShowLandscapeMask#
The number of the
landscape terrain detail mask currently visualized. This method can be used for visual debugging to display the selected detail mask of the landscape terrain.
set
Sets the number of the
landscape terrain detail mask to be visualized. This method can be used for visual debugging to display the selected detail mask of the landscape terrain.
set value -
Number of landscape terrain detail mask to be visualized in the [1; 20] range, or 0 - to disable mask visualization.
int CloudDistortionTexture#
A value indicating which texture type is currently used for clouds distortion.
set
Sets a value indicating which texture type is to be used for clouds distortion.
set value -
One of the following values:
- 0 - 2D Texture - more performance-friendly, but may cause an excessive vertical extrusion of clouds.
- 1 - 3D Texture — ensures homogeneous detail distortion and better image quality, but at a higher performance cost.
int LandscapeCacheGPULifeTime#
The current lifetime of gpu cache used for landscape terrain rendering.
set
Sets the lifetime of GPU cache used for landscape terrain rendering.
set value -
New GPU cache lifetime to be set, number of frames in the [1; 60] range. The default value is 4.
int LandscapeCacheGPUSize#
The current gpu cache size used for landscape terrain rendering. gpu cache is used to accumulate tiles, that are visible to the camera, before streaming them to the megatexture.
NoticeHigh-resolution maps require larger cache capacity.
set
Sets the GPU cache size to be used for landscape terrain rendering. GPU cache is used to accumulate tiles, that are visible to the camera, before streaming them to the megatexture.
NoticeHigh-resolution maps require larger cache capacity.
set value -
New GPU cache size to be set, in percentage of the total GPU memory. The default value is 4%.
int LandscapeCacheCPUSize#
The current сpu cache size used for landscape terrain rendering. cpu cache size affects intersections, physics, streaming, etc. the size of cpu cache depends on the scene.
set
Sets the CPU cache size to be used for landscape terrain rendering. CPU cache size affects intersections, physics, streaming, etc. The size of CPU cache depends on the scene.
set value -
New СPU cache size to be set, in percentage of the total СPU memory. The default value is 10%.
float LandscapeTerrainCullingObliqueFrustum#
The current multiplier for culling of tessellation patches of the
Landscape Terrain beyond the oblique frustum plane.
set
Sets the multiplier for culling of tessellation patches of the
Landscape Terrain beyond the oblique frustum plane.
set value -
Multiplier value to be set, in the [0.0f, 1.0f] range. Higher values result in more patches culled. The default value is 0.9f.
float LandscapeTerrainCullingBackFace#
The current threshold used for culling tessellation patches of the
Landscape Terrain oriented to the camera with their back faces (it is a multiplier for the angle between the tessellation patch normal and the camera's view direction). Higher values result in a smaller angle between the patch normal and the camera's view direction required for culling this patch.
set
Sets the threshold used for culling tessellation patches of the
Landscape Terrain oriented to the camera with their back faces (it is a multiplier for the angle between the tessellation patch normal and the camera's view direction). Higher values result in a smaller angle between the patch normal and the camera's view direction required for culling this patch.
set value -
Backface culling threshold value to be set in the [0.0f; 1.0f] range. The default value is 0.5f.
float LandscapeTerrainCullingFrustumPadding#
The current multiplier for the size of viewing frustum used for culling polygons of the
Landscape Terrain.
set
Sets a multiplier for the size of viewing frustum to be used for culling polygons of the
Landscape Terrain.
set value -
Frustumn padding multiplier to be set, in the [0.0f; 1.0f] range. The default value is 0.1f.
bool IsLandscapeTerrainCullingAggressive#
A value indicating if frustum culling optimization is enabled for the
Landscape Terrain. When enabled, the number of culled polygons increases thereby increasing performance. In case of any issues with polygons rendering, try disabling this option (however, note that performance may drop).
set
Sets a value indicating if frustum culling optimization is enabled for the
Landscape Terrain. When enabled, the number of culled polygons increases thereby increasing performance. In case of any issues with polygons rendering, try disabling this option (however, note that performance may drop).
set value -
true to enable frustum culling optimization for the Landscape Terrain; false - to disable it.
float LandscapeTerrainGeometrySubpixelReduction#
The minimum ratio between the polygon size (in screen space) to the size of an area in the viewport for
skipping polygons rendering (the ones having a lower ratio will be removed).
set
Sets the minimum ratio between the polygon size (in screen space) to the size of an area in the viewport for
skipping polygons rendering (the ones having a lower ratio will be removed).
set value -
Subpixel reduction ratio to be set, in the
[0.0f; 50.0f] range. The default value is
6.0f.
NoticeSetting too high values may cause small but noticeable visual artifacts when the camera moves.
float LandscapeTerrainGeometryFadeLods#
set
Sets the intensity of fading between levels of
Landscape Terrain geometry tessellation. This value can be increased to remove sharp edges between areas with different geometry density.
set value -
Fading intensity value to be set, in the [0.0f; 1.0f] range. The default value is 0.5f.
float LandscapeTerrainGeometryProgression#
set
Sets the progression of
Landscape Terrain geometry tessellation.
set value -
New progression value to be set in the [0.0f; 50.0f] range. The default value is 1.5f.
float LandscapeTerrainGeometryPolygonSize#
The size of landscape terrain polygons defining the maximum allowed density of landscape terrain geometry.
set
Sets the size of Landscape Terrain polygons defining the maximum allowed density of Landscape Terrain geometry.
set value -
New size of Landscape Terrain polygons to be set (in units), in the [0.0001f, 1000.0f] range. The default value is 0.01f.
bool IsLandscapeTerrainGeometryHoles#
set
Sets a value indicating if decal-based holes for the
landscape terrain are enabled.
set value -
true to enable decal-based holes for the
landscape terrain; otherwise,
false.
int LandscapeTerrainDetailResolutionAdditionalMask#
The current resolution of the additional mask texture for details of the
landscape terrain.
set
Sets the resolution of the additional mask texture for details of the
landscape terrain.
set value -
Texture resolution to be set. One of the following values:
- 0 - 64×64
- 1 - 128×128
- 2 - 256×256
- 3 - 512×512
- 4 - 1024×1024 (default)
- 5 - 2048×2048
- 6 - 4096×4096
- 7 - 8192×8192
- 8 - 16384×16384
int LandscapeTerrainDetailResolutionHeight#
set
Sets the resolution of the height texture for details of the
landscape terrain.
set value -
Texture resolution to be set. One of the following values:
- 0 - 64×64
- 1 - 128×128
- 2 - 256×256
- 3 - 512×512
- 4 - 1024×1024 (default)
- 5 - 2048×2048
- 6 - 4096×4096
- 7 - 8192×8192
- 8 - 16384×16384
int LandscapeTerrainDetailResolutionAlbedo#
set
Sets the resolution of the albedo texture for details of the
landscape terrain.
set value -
Texture resolution to be set. One of the following values:
- 0 - 64×64
- 1 - 128×128
- 2 - 256×256
- 3 - 512×512
- 4 - 1024×1024 (default)
- 5 - 2048×2048
- 6 - 4096×4096
- 7 - 8192×8192
- 8 - 16384×16384
int LandscapeTerrainVTTilesReloadPerFrame#
The current number of tiles to be reloaded per frame after applying changes to the
Landscape Terrain surface.
set
Sets the number of tiles to be reloaded per frame after applying changes to the
Landscape Terrain surface.
set value -
Number of tiles to be reloaded per frame, in the [1; 64] range. The default value is 4.
int LandscapeTerrainVTTilesLoadPerFrame#
The current number of
landscape terrain tiles loaded per frame. You can decrease the value of this parameter to reduce spikes, but in this case streaming becomes slower and more noticeable.
set
Sets the number of
landscape terrain tiles to be loaded per frame. You can decrease the value of this parameter to reduce spikes, but in this case streaming becomes slower and more noticeable.
set value -
Number of
landscape terrain tiles to be loaded per frame, in the
[1; 64] range. The default value is
4.
int LandscapeTerrainVTTilesUpdatePerFrame#
The current number of tiles passed to the virtual texture of the
Landscape Terrain each frame.
set
Sets the number of tiles passed to the virtual texture of the
Landscape Terrain each frame.
set value -
Number of terrain tiles to be passed to the virtual texture each frame, in the [1; 256] range. The default value is 60.
int LandscapeTerrainVTFiltering#
set
Sets the filtering mode for the
Landscape Terrain textures.
set value -
Filtering mode to be used:
- 0 — Low (lower mip-level is used)
- 1 — Medium (higher mip-level is used)
- 2 — High (linear interpolation between adjacent mip-levels)
float LandscapeTerrainVTDetailLevelByAngle#
A value indicating detail level reduction depending on the inclination of the the landscape terrain polygons relative to viewing direction. can be used to reduce streaming load and memory consumption.
set
Sets a value indicating detail level reduction depending on the inclination of the the Landscape Terrain polygons relative to viewing direction. Can be used to reduce streaming load and memory consumption.
set value -
Detail level quality value in the
[0.0f; 1.0f] range:
- 1.0f - pixel-to-pixel quality
- lower values decrease quality
vec2 LandscapeTerrainVTTargetResolution#
set
Sets the
target resolution for the landscape terrain.
set value -
Two-component vector defining the target viewport resolution along X and Y axes. The default value is 1344 x 756.
float LandscapeTerrainVTMemorySize#
set
Sets a value defining memory consumption for the
Landscape Terrain textures.
set value -
Memory consumption factor in the
[0.0f; 1.0f] range:
- 0.0f corresponds to 3072 x 3072 (~200 MB of VRAM)
- 1.0f corresponds to 16384 x 16384 (~3.1 GB of VRAM)
The default value is
0.4f corresponds to 8192 × 8192 (~
860 MB of VRAM).
float LandscapeTerrainTexelSize#
The texel size of the
Landscape Terrain render textures representing the maximum level of detail for the albedo, normal, and height components of the Landscape Terrain.
set
Sets the texel size of the
Landscape Terrain render textures representing the maximum level of detail for the albedo, normal, and height components of the Landscape Terrain.
set value -
Landscape Terrain texel size (in meters), in the [0.0001f, 1.0f] range. The default value is 0.001f.
float LandscapeTerrainVisibleDistance#
The current maximum visibility distance for the
landscape terrain. The terrain is visible, as long as the distance between the camera and the terrain does not exceed this value.
set
Sets the maximum visibility distance for the
landscape terrain. The terrain is visible, as long as the distance between the camera and the terrain does not exceed this value.
set value -
Maximum visibility distance to be set for the landscape terrain, in meters. The default value is 30 km.
bool IsFfpAntialiasingLines#
A value indicating if antialiasing is enabled for rendering of the visualizer and other ffp lines.
set
Sets a value indicating if antialiasing is enabled for rendering of the Visualizer and other FFP lines.
set value -
true to enable antialiasing for visualizer rendering; false - to disable it.
bool IsWireframeAntialiasing#
A value indicating if antialiasing is enabled for wireframe rendering.
set
Sets a value indicating if antialiasing is enabled for wireframe rendering.
set value -
true to enable antialiasing for wireframe rendering; false - to disable it.
Members
void BeginDebugGroup
(
string name
)
#
Starts a
GPU debug group with a specified name in Microprofiler.
Arguments
- string name - Name of debug group.
void EndDebugGroup
(
)
#
Ends a
GPU debug group previously started via the
beginDebugGroup() method.
uint GetMaxTextureBufferSize
(
)
#
Returns the maximum size of the texture buffer.
Return value
Maximum size of the texture buffer.
void SetCloudDistortionTexture
(
int texture
)
#
Sets a value indicating which texture type is to be used for clouds distortion.
Arguments
- int texture - One of the following values:
- 0 - 2D Texture - more performance-friendly, but may cause an excessive vertical extrusion of clouds.
- 1 - 3D Texture — ensures homogeneous detail distortion and better image quality, but at a higher performance cost.
int GetCloudDistortionTexture
(
)
#
Returns a value indicating which texture type is currently used for clouds distortion.
Return value
One of the following values:
- 0 - 2D Texture - more performance-friendly, but may cause an excessive vertical extrusion of clouds.
- 1 - 3D Texture — ensures homogeneous detail distortion and better image quality, but at a higher performance cost.
int SetColorTextureImage
(
Image image
)
#
Sets a new color transformation image (
LUT). This function resets a LUT texture name to null if it has been previously set via
setColorTextureName().
Source code (C#)Image lut;
Image lut_0;
Image lut_1;
lut = new Image();
lut_0 = new Image("unigine_project/textures/lookup_first.dds");
lut_1 = new Image("unigine_project/textures/lookup_second.dds");
float k = MathLib.Sin(Game.Time * 2.0f) * 0.5f + 0.5f;
lut.Copy(lut_0,0);
lut.Blend(lut_1, 0, 0, 0, 0, lut.GetWidth(), lut.GetHeight(), k);
Render.SetColorTextureImage(lut);
Arguments
- Image image - Color transformation image.
Return value
1 if the image is set successfully; otherwise,
0.
int GetColorTextureImage
(
Image image
)
#
Return the current color transformation image (
LUT).
Arguments
- Image image - Image to store the color transformation texture in.
Return value
1 if an image is successfully received; otherwise,
0.
void SetEnabled
(
int arg1
)
#
Enables or disables the render.
Arguments
- int arg1 - 1 to enable the render, 0 to disable it.
int IsEnabled
(
)
#
Returns a value indicating if the render is enabled.
Return value
1 if the render is enabled; otherwise,
0.
int CompressImage
(
Image image, int quality = 1, int new_image_format = -1, int use_mip_maps = -1
)
#
Converts the image to a specified compressed format. If compression by the GPU is not supported, the
Image::compress() method will be called instead.
Arguments
- Image image - Image to compress.
- int quality - Compression quality:
- 0 - fast compression, low compressed image quality.
- 1 - high compressed image quality, slow compression (by default).
- int new_image_format - Compressed texture format: one of the Texture::FORMAT_* variables. This is an optional argument. If no format is specified, default conversion will be performed (depending on the type of the source image).
- int use_mip_maps - Flag indicating whether texture mipmaps should be generated for the compressed image: 1 to generate mipmaps, 0 not to generate. This is an optional argument. If no value is specified, mipmaps will be generated only if the source image has the mipmaps.
Return value
1 if the image has been compressed successfully; otherwise,
0.
int CompressTexture
(
Texture texture, Image destination, int quality = 1, int new_texture_format = -1, int use_mip_maps = -1
)
#
Compresses the given texture to the specified format.
NoticeOnly 2d and 2d array textures can be compressed.
Arguments
- Texture texture - Source texture to compress.
- Image destination - Image into which the compressed texture will be saved.
- int quality - Compression quality:
- 0 - fast compression, low compressed image quality.
- 1 - high compressed image quality, slow compression (by default).
- int new_texture_format - Compressed texture format: one of the Texture::FORMAT_* variables. This is an optional argument. If no format is specified, default conversion will be performed (depending on the type of the source image).
- int use_mip_maps - Flag indicating whether texture mipmaps should be generated for the compressed image: 1 to generate mipmaps, 0 not to generate. This is an optional argument. If no value is specified, mipmaps will be generated only if the source image has the mipmaps.
Return value
1 if the texture has been compressed successfully; otherwise,
0.
void ConvertColorSpecularToMetalness
(
out vec4 diffuse, out vec4 specular, out vec4 albedo, out vec4 shading
)
#
Performs color conversion from the specular workflow (diffuse, specular) to the metalness workflow (albedo, shading).
Arguments
- out vec4 diffuse - Input diffuse color.
- out vec4 specular - Input specular color.
- out vec4 albedo - Output albedo color.
- out vec4 shading - Output shading color.
void ConvertImageSpecularToMetalness
(
Image diffuse, Image specular, Image albedo, Image shading
)
#
Performs texture conversion from the specular workflow (diffuse, specular) to the metalness workflow (albedo, shading).
Arguments
- Image diffuse - Input diffuse texture.
- Image specular - Input specular texture.
- Image albedo - Output albedo texture.
- Image shading - Output shading texture.
int CreateMipmapsCubeGGX
(
Image image, float quality
)
#
Generates mipmaps for a cubemap using GGX BRDF microfacet model.
Arguments
- Image image - Cubemap image. IMAGE_CUBE or IMAGE_CUBE_ARRAY types are accepted.
- float quality - Quality value within the [0.0f; 1.0f] range.
int CreateShorelineDistanceField
(
Image image, Image mask, int shoreline_radius, int blur_radius, int downsample_resolution
)
#
Grabs a shoreline distance field texture with the specified parameters.
Arguments
- Image image - Image to grab a shoreline texture to.
- Image mask - An R16 mask texture Image. Each pixel of the mask has the following color value:0 if water level at this point of the grid is above the terrain level; otherwise, 65535.
- int shoreline_radius - Shoreline radius value within the [4; 128] range. Padding distance (from the shore to the beginning of swash zone).
- int blur_radius - Blur radius value within the [0; 32] range. Higher values make shoreline smoother.
- int downsample_resolution - Texture resolution value, can be one of the following: 16, 32, 64, 128, 256, 512, 1024, 2048.
Return value
1 if the shoreline distance field texture is grabbed successfully; otherwise,
0.
bool LoadSettings
(
string file
)
#
Loads render settings from a given file.
Arguments
- string file - Path to an XML file with desired settings.
Return value
1 if the settings are loaded successfully; otherwise,
0.
bool LoadWorld
(
Xml xml
)
#
Loads render state from the Xml.
Arguments
Return value
1 if the state is loaded successfully; otherwise,
0.
void RenderComputeMaterial
(
Render.PASS pass, Material material, int width, int height, int depth = 1
)
#
Sets up a material and dispatches to compute shader. The material must have a post shader associated with it.
Arguments
- Render.PASS pass - Rendering pass number in range [0;NUM_PASSES) (one of the PASS_* variables).
- Material material - Smart pointer to the material.
- int width - Local X work-group size of the compute shader.
- int height - Local Y work-group size of the compute shader.
- int depth - Local Z work-group size of the compute shader. The default value is 1.
void RenderImage2D
(
Camera camera, Image image, int skip_flags
)
#
Renders the scene into a 2D image in accordance with the specified parameters. The viewport position is taken from the camera created via
Camera class.
Arguments
void RenderImage2D
(
Camera camera, Image image, int width, int height, int hdr, int skip_flags
)
#
Renders the scene into a 2D image of the given size in accordance with the specified parameters. The viewport position is taken from the camera created via
Camera class.
Arguments
void RenderImageCube
(
Camera camera, Image image, int skip_flags
)
#
Renders the scene into a cube map image in accordance with the specified parameters.
Arguments
void RenderImageCube
(
Camera camera, Image image, int size, int hdr, int skip_flags, bool local_space = 0
)
#
Renders the scene into a cube map in accordance with the specified parameters. The viewport position is taken from the camera created via
Camera class.
Arguments
void RenderNodeImage2D
(
Camera camera, Node node, Image image, int skip_flags, int light_usage, string environment_texture_name
)
#
Renders the given node into a 2D image in accordance with the specified parameters. The viewport position is taken from the camera created via
Camera class. The node can be rendered using the specific type of lighting and environment cubemap.
Arguments
- Camera camera - Camera to be used.
- Node node - Node to be rendered.
- Image image - Image to save the result to.
- int skip_flags - Skip the effects. One of the SKIP_* variables should be specified. 0 enables all the effects.
- int light_usage - Sets the light sources that will affect the node (one of the USAGE_*_LIGHTING Viewport class variables.)
- string environment_texture_name - Path to the environment cubemap to be used. Takes effect if the first (auxiliary light) or second (node light) lighting mode is used (see the light_usage argument above). In case LightWorld is used (zero mode), the environment cubemap used for the current world will be used.
void RenderNodeImage2D
(
Camera camera, Node node, Image image, int width, int height, int hdr, int skip_flags, int light_usage, string environment_texture_name
)
#
Renders the 2D image of the given node in accordance with the specified parameters. The viewport position is taken from the camera created via
Camera class. The node can be rendered using the specific type of lighting and environment cubemap.
Arguments
- Camera camera - Camera to be used.
- Node node - Node to be rendered.
- Image image - Image to save the result to.
- int width - Width of the image, in units.
- int height - Height of the image, in units.
- int hdr - HDR flag. This parameter determines the format of the 2D image:
- 1 - image format will be set to RGBA16F. It means that the HDR image buffer will store pixel values outside the [0;1] range (i.e. both negative and positive values).
- 0 - image format will be set to RGBA8.
- int skip_flags - Skip the effects. One of the SKIP_* variables should be specified. 0 enables all the effects.
- int light_usage - Sets the light sources that will affect the node (one of the USAGE_*_LIGHTING Viewport class variables).
- string environment_texture_name - Path to the environment cubemap to be used. Takes effect if the first (auxiliary light) or second (node light) lighting mode is used (see the light_usage argument above). In case LightWorld is used (zero mode), the environment cubemap used for the current world will be used.
void RenderScreenMaterial
(
string material_name
)
#
Renders a screen-space material with the given name.
Source code (C#)RenderTarget render_target;
//...
render_target.Enable();
Render.RenderScreenMaterial("new_material_post");
render_target.Disable();
render_target.UnbindColorTextures();
Arguments
- string material_name - Material name.
void RenderScreenMaterial
(
string material_name, Texture color_texture
)
#
Renders a screen-space material with the specified name and the color texture.
Source code (C#)RenderTarget render_target;
Texture texture;
Texture texture_2;
//...
render_target.BindColorTexture(0, texture);
render_target.Enable();
Render.RenderScreenMaterial("new_material_post", texture);
render_target.Disable();
render_target.UnbindColorTextures();
Arguments
- string material_name - Material name.
- Texture color_texture - Color texture.
void RenderScreenMaterial
(
string material_name, string texture_name, Texture texture
)
#
Renders a screen-space material with the given texture. For example:
Source code (C#)RenderTarget render_target;
Texture texture;
Texture texture_2;
//...
render_target.bindColorTexture(0, texture);
render_target.enable();
Material material = Materials.findMaterial("new_material_post");
render.renderScreenMaterial(material, "color", texture_2);
render_target.disable();
render_target.unbindColorTextures();
Arguments
- string material_name - Material.
- string texture_name - Material texture name.
- Texture texture - Texture.
void RenderProcedurals
(
Material[] materials
)
#
Renders post-process materials with procedural textures (calculated on GPU using custom shaders) that are assigned to surfaces.
Arguments
- Material[] materials - Procedural materials list.
void RenderTAA
(
Texture color_texture, Texture color_old_texture
)
#
Source code (C#)RenderTarget render_target;
Texture buffer;
Texture buffer_old;
Texture buffer_taa;
//...
render_target.BindColorTexture(0, buffer_taa);
render_target.Enable();
Render.RenderTAA(buffer, buffer_old);
render_target.Disable();
render_target.UnbindColorTextures();
Arguments
- Texture color_texture - Color texture.
- Texture color_old_texture - Old color texture.
bool RestoreState
(
Stream stream
)
#
Restores a render state from the stream.
WarningThis function is deprecated and will be removed in the next release.
Arguments
- Stream stream - Stream to restore a state from.
Return value
1 if the state is restored successfully; otherwise,
0.
bool SaveSettings
(
string file
)
#
Saves the current renderer settings to a given file.
WarningThis function is deprecated and will be removed in the next release.
Arguments
- string file - Path to a target file.
Return value
1 if the settings are saved successfully; otherwise,
0.
bool SaveState
(
Stream stream
)
#
Saves a render state into the stream.
Arguments
- Stream stream - Stream to save a state into.
Return value
1 if the state is saved successfully; otherwise,
0.
bool SaveWorld
(
Xml xml
)
#
Saves the render state into the given Xml node.
Arguments
Return value
1 if the state is saved successfully; otherwise,
0.
RenderEnvironmentPreset GetEnvironmentPreset
(
int num
)
#
Returns the environment preset of the given number.
Source code (C#)// get the second environment preset
RenderEnvironmentPreset preset = Render.GetEnvironmentPreset(1);
// print the sky intensity of the obtained preset
Log.Message("{0}\n", preset.GetSkyIntensity());
Arguments
- int num - The number of the environment preset. The value is clamped to the [0;2] range.
Return value
Environment preset.
IntPtr addCallback
(
CALLBACK_INDEX callback, CallbackDelegate func
)
#
Adds a callback for the specified stage of the
rendering sequence. Callback functions can be used to get access to buffers and matrices at intermediate stages of the
rendering sequence. Some of them are read-only, but most of them can be modified ad hoc.Callback function must be as follows:
Source code (C++)void callback_name(Renderer renderer){
/* .. */
}
Arguments
- CALLBACK_INDEX callback
- CallbackDelegate func - Callback function with the following signature: void CallbackDelegate(Renderer renderer)
Return value
ID of the last added callback of the specified type, if the callback was added successfully; otherwise,
nullptr. This ID can be used to
remove this callback when necessary.
void clearCallbacks
(
CALLBACK_INDEX callback
)
#
Clears all added callbacks for the specified stage of the
rendering sequence. Callback functions can be used to get access to buffers and matrices at intermediate stages of the
rendering sequence. Some of them are read-only, but most of them can be modified ad hoc.
Arguments
- CALLBACK_INDEX callback - Stage of the rendering sequence for which the callbacks are to be cleared. One of the CALLBACK_* variables.
NoticeThe _BEGIN prefix corresponds to the beginning of the rendering pass, _END - to its completion.
bool removeCallback
(
CALLBACK_INDEX callback, IntPtr id
)
#
Removes the specified callback from the list of callbacks for the specified stage of the
rendering sequence. Callback functions can be used to get access to buffers and matrices at intermediate stages of the
rendering sequence. Some of them are read-only, but most of them can be modified ad hoc.
Arguments
- CALLBACK_INDEX callback
- IntPtr id - Callback ID obtained when adding it.
Return value
True if the callback with the given ID was removed successfully; otherwise
false.
void SetStreamingParticlesMemoryLimit
(
int limit
)
#
Sets cache memory limit used for streaming of vertices of particle systems.
Arguments
- int limit - Cache memory limit for vertices of particle systems to be set, in percentage of the total GPU memory. The default value is 3.
int GetStreamingParticlesMemoryLimit
(
)
#
Returns the current cache memory limit used for streaming of vertices of particle systems.
Return value
Current cache memory limit for vertices of particle systems, in percentage of the total GPU memory.
void DestroyCacheTexture
(
UGUID guid
)
#
Deletes cache (images and metadata) stored on disk for the texture with the specified GUID. Corresponding files in the
data/.cache_textures will be removed.
Arguments
- UGUID guid - Texture file GUID.
void CreateCacheTexture
(
UGUID guid
)
#
Generates cache for the texture with the specified GUID.
NoticeTexture cache generated by this method is incomplete, only images are created, as all metadata (flags, etc.) is stored in materials.
Arguments
- UGUID guid - Texture file GUID.
void DestroyCacheTextures
(
)
#
Clears texture cache (images and metadata) stored on disk. All files in the
data/.cache_textures will be removed.
void UnloadCacheTextures
(
)
#
Unloads texture cache from the memory. This method does not delete files in the
data/.cache_textures.
void CreateCacheTextures
(
)
#
Generates texture cache for all textures used in the project.
NoticeTexture cache generated by this method is incomplete, only images are created, as all metadata (flags, etc.) is stored in materials.
void LoadCacheTextures
(
)
#
Loads texture cache from the disk. Texture cache always remains in memory after loading.
void AddScriptableMaterial
(
Material material
)
#
Adds a new global
scriptable material. To apply a scriptable material per-camera or per-player, use the
addScriptableMaterial() method of the Camera class or
the same method of the Player class respectively. The order of execution for scripts assigned to scriptable materials is defined by material's number in the list of materials applied globally.
NoticeScriptable materials applied globally have their expressions executed before the ones that are applied
per-camera or
per-player.
Arguments
- Material material - Scriptable material to be applied globally.
void RemoveScriptableMaterial
(
int num
)
#
Removes the global
scriptable material with the specified number.
Arguments
int FindScriptableMaterial
(
Material material
)
#
Returns the number of the specified
scriptable material applied globally. This number determines the order in which the assigned expressions are executed.
NoticeScriptable materials applied globally have their expressions executed before the ones that are applied
per-camera or
per-player.
Arguments
- Material material - Scriptable material for which a number is to be found.
Return value
Scriptable material number in the range from
0 to the
total number of scriptable materials, or
-1 if the specified material was not found.
void SetScriptableMaterial
(
int num, Material material
)
#
Replaces the
scriptable material with the specified number with the new scriptable material specified. The number of material determines the order in which the expressions assigned to it are executed.
NoticeScriptable materials applied globally have their expressions executed before the ones that are applied
per-camera or
per-player.
Arguments
- int num - Scriptable material number in the range from 0 to the total number of scriptable materials.
- Material material - New scriptable material to replace the one with the specified number.
Material GetScriptableMaterial
(
int num
)
#
Returns a
scriptable material applied globally by its number.
Arguments
Return value
Scriptable material applied globally with the specified number.
void SetScriptableMaterialEnabled
(
int num, bool enabled
)
#
Enables or disables the
scriptable material with the specified number. When a material is disabled (inactive), the scripts attached to it are not executed.
Arguments
- int num - Scriptable material number in the range from 0 to the total number of scriptable materials.
- bool enabled - 1 to enable the scriptable material with the specified number, 0 to disable it.
bool GetScriptableMaterialEnabled
(
int num
)
#
Returns a value indicating if the
scriptable material with the specified number is enabled (active). When a material is disabled (inactive), the scripts attached to it are not executed.
Arguments
Return value
1 if the scriptable material with the specified number is enabled; otherwise,
0.
void SwapScriptableMaterials
(
int num_0, int num_1
)
#
Swaps two
scriptable materials with specified numbers. The number of material determines the order in which the expressions assigned to it are executed.
NoticeScriptable materials applied globally have their expressions executed before the ones that are applied
per-camera or
per-player.
Arguments
void ClearScriptableMaterials
(
)
#
Clears all global
scriptable materials.
Texture GetTemporaryTexture
(
int width, int height, int format, int flags = 0, string name = 0
)
#
Allocates a temporary render texture with the specified width, height, format, and flags. This function can be used when you need a quick render texture to perform some temporary calculations. Release it using releaseTemporaryTexture() as soon as you're done with it, so another call can start reusing it, if necessary. In any case, such texture shall be released automatically in the next frame.
UNIGINE keeps an internal pool of temporary render textures, so a call to this method most often just returns an already created one (if the size and format match). These temporary textures are actually destroyed when they aren't used for a couple of frames.
If you are doing a series of post-processing "blits", it's best for performance to get and release a temporary render texture for each blit, instead of getting one or two render textures upfront and reusing them.
NoticeYou can't depend on any particular contents of a temporary texture obtained from this function: it might be garbage, or it might be cleared to some color, depending on the platform.
It also automatically gives names to resources, which can be used for identification in debug.
Arguments
- int width - Width of the texture, in pixels.
- int height - Height of the texture, in pixels.
- int format - Texture format: one of the Texture::FORMAT_* values.
- int flags - Texture flags.
- string name - Name to be used for this temporary texture (optional).
Return value
Temporary texture.
Texture GetTemporaryTexture
(
int format, string name = 0
)
#
Allocates a temporary render texture of the specified format. This function can be used when you need a quick render texture to perform some temporary calculations. Release it using releaseTemporaryTexture() as soon as you're done with it, so another call can start reusing it, if necessary. In any case, such texture shall be released automatically in the next frame.
UNIGINE keeps an internal pool of temporary render textures, so a call to this method most often just returns an already created one (if the size and format match). These temporary textures are actually destroyed when they aren't used for a couple of frames.
If you are doing a series of post-processing "blits", it's best for performance to get and release a temporary render texture for each blit, instead of getting one or two render textures upfront and reusing them.
NoticeYou can't depend on any particular contents of a temporary texture obtained from this function: it might be garbage, or it might be cleared to some color, depending on the platform.
It also automatically gives names to resources, which can be used for identification in debug.
Arguments
- int format - Texture format: one of the Texture::FORMAT_* values.
- string name - Name to be used for this temporary texture (optional).
Return value
Temporary texture.
Texture GetTemporaryTexture
(
Texture texture
)
#
Allocates a temporary render texture with the specified width, height, format, and flags. This function can be used when you need a quick render texture to perform some temporary calculations. Release it using releaseTemporaryTexture() as soon as you're done with it, so another call can start reusing it, if necessary. In any case, such texture shall be released automatically in the next frame.
UNIGINE keeps an internal pool of temporary render textures, so a call to this method most often just returns an already created one (if the size and format match). These temporary textures are actually destroyed when they aren't used for a couple of frames.
If you are doing a series of post-processing "blits", it's best for performance to get and release a temporary render texture for each blit, instead of getting one or two render textures upfront and reusing them.
NoticeYou can't depend on any particular contents of a temporary texture obtained from this function: it might be garbage, or it might be cleared to some color, depending on the platform.
It also automatically gives names to resources, which can be used for identification in debug.
Arguments
- Texture texture - Source texture for which a temporary texture is to be allocated in the pool.
Return value
Temporary texture.
Texture GetTemporaryTexture
(
Texture texture, string name = 0
)
#
Allocates a temporary render texture for the specified source texture (using all its parameters: resolution, flags, etc.). This function can be used when you need a quick render texture to perform some temporary calculations. Release it using releaseTemporaryTexture() as soon as you're done with it, so another call can start reusing it, if necessary. In any case, such texture shall be released automatically in the next frame.
UNIGINE keeps an internal pool of temporary render textures, so a call to this method most often just returns an already created one (if the size and format match). These temporary textures are actually destroyed when they aren't used for a couple of frames.
If you are doing a series of post-processing "blits", it's best for performance to get and release a temporary render texture for each blit, instead of getting one or two render textures upfront and reusing them.
NoticeYou can't depend on any particular contents of a temporary texture obtained from this function: it might be garbage, or it might be cleared to some color, depending on the platform.
It also automatically gives names to resources, which can be used for identification in debug.
Arguments
- Texture texture - Source texture for which a temporary texture is to be allocated in the pool.
- string name - Name to be used for this temporary texture (optional).
Return value
Temporary texture.
Texture GetTemporary2DArrayTexture
(
int width, int height, int depth, int format, int flags = 0, string name = 0
)
#
Allocates a temporary 2D array texture with the specified width, height, number of layers, format, and flags. This function can be used when you need a quick render texture to perform some temporary calculations. Release it using releaseTemporaryTexture() as soon as you're done with it, so another call can start reusing it, if necessary. In any case, such texture shall be released automatically in the next frame.
UNIGINE keeps an internal pool of temporary render textures, so a call to this method most often just returns an already created one (if the size and format match). These temporary textures are actually destroyed when they aren't used for a couple of frames.
If you are doing a series of post-processing "blits", it's best for performance to get and release a temporary render texture for each blit, instead of getting one or two render textures upfront and reusing them.
NoticeYou can't depend on any particular contents of a temporary texture obtained from this function: it might be garbage, or it might be cleared to some color, depending on the platform.
Arguments
- int width - Width of the 2D array texture, in pixels.
- int height - Height of the 2D array texture, in pixels.
- int depth - Number of layers in the 2D array texture.
- int format - Texture format: one of the Texture::FORMAT_* values.
- int flags - Texture flags.
- string name - Name to be used for this temporary 2D array texture (optional).
Return value
Temporary 2D array texture.
Texture GetTemporary3DTexture
(
int width, int height, int depth, int format, int flags = 0, string name = 0
)
#
Allocates a temporary 3D texture with the specified width, height, depth, format, and flags. This function can be used when you need a quick render texture to perform some temporary calculations. Release it using releaseTemporaryTexture() as soon as you're done with it, so another call can start reusing it, if necessary. In any case, such texture shall be released automatically in the next frame.
UNIGINE keeps an internal pool of temporary render textures, so a call to this method most often just returns an already created one (if the size and format match). These temporary textures are actually destroyed when they aren't used for a couple of frames.
If you are doing a series of post-processing "blits", it's best for performance to get and release a temporary render texture for each blit, instead of getting one or two render textures upfront and reusing them.
NoticeYou can't depend on any particular contents of a temporary texture obtained from this function: it might be garbage, or it might be cleared to some color, depending on the platform.
Arguments
- int width - Width of the 3D texture, in pixels.
- int height - Height of the 3D texture, in pixels.
- int depth - Depth of the 3D texture, in pixels.
- int format - Texture format: one of the Texture::FORMAT_* values.
- int flags - Texture flags.
- string name - Name to be used for this temporary 3D texture (optional).
Return value
Temporary 3D texture.
void ReleaseTemporaryTexture
(
Texture texture
)
#
Releases the temporary texture previously obtained via
getTemporaryTexture(),
getTemporary2DArrayTexture(), or
getTemporary3DTexture() method and returns it to the pool.
Arguments
- Texture texture - Temporary texture or texture array to be returned to the pool.
RenderTarget GetTemporaryRenderTarget
(
)
#
Allocates a temporary render target. This function can be used when you need a quick render target to perform some temporary calculations. Release it using releaseTemporaryRenderTarget() as soon as you're done with it, so another call can start reusing it if necessary. In any case such render target shall be released automatically in the next frame.
UNIGINE keeps an internal pool of temporary render targets, so a call to this method most often just returns an already created one (if the size and format matches). These temporary render targets are actually destroyed when they aren't used for a couple of frames.
If you are doing a series of post-processing "blits", it's best for performance to get and release a temporary render targets for each blit, instead of getting one or two render targets upfront and reusing them.
NoticeYou can't depend on any particular contents of a temporary render target obtained from this function: it might be garbage, or it might be cleared to some color, depending on the platform.
Return value
Temporary render target.
void ReleaseTemporaryRenderTarget
(
RenderTarget render_target
)
#
Releases the temporary
render target previously obtained via
getTemporaryRenderTarget() method and returns it to the pool.
Arguments
- RenderTarget render_target - Temporary render target to be returned to the pool.
void GetScreenshot
(
Image image
)
#
Takes a screenshot and puts it to the specified image.
Arguments
- Image image - Image to which the screenshot is to be saved.
int GetShowLandscapeMask
(
)
#
Returns the number of the
landscape terrain detail mask currently visualized. This method can be used for visual debugging to display the selected detail mask of the landscape terrain.
Return value
Number of the currently visualized landscape terrain detail mask in the
[1; 20] range, or
0 if mask visualization is disabled.
void SetShowLandscapeTerrainVTStreaming
(
bool streaming
)
#
Sets a value indicating if visualization is enabled for
streaming of tiles of the landscape terrain megatexture. This method can be used for visual adjustment of the streaming process.
Arguments
- bool streaming - true to enable visualization of streaming of landscape terrain tiles; false — to disable it.
bool IsShowLandscapeTerrainVTStreaming
(
)
#
Returns a value indicating if visualization is enabled for
streaming of tiles of the landscape terrain megatexture. This method can be used for visual adjustment of the streaming process.
Return value
true if visualization for streaming of tiles of the landscape terrain megatexture is enabled; otherwise,
false.
void SetLandscapeTerrainVTMemorySize
(
float size
)
#
Sets a value defining memory consumption for the
Landscape Terrain textures.
Arguments
- float size - Memory consumption factor in the [0.0f; 1.0f] range:
- 0.0f corresponds to 3072 x 3072 (~200 MB of VRAM)
- 1.0f corresponds to 16384 x 16384 (~3.1 GB of VRAM)
The default value is 0.4f corresponds to 8192 × 8192 (~860 MB of VRAM).
float GetLandscapeTerrainVTMemorySize
(
)
#
Returns a value defining memory consumption for the
Landscape Terrain textures.
Return value
Memory consumption factor in the
[0.0f; 1.0f] range:
- 0.0f corresponds to 3072 x 3072 (~200 MB of VRAM)
- 1.0f corresponds to 16384 x 16384 (~3.1 GB of VRAM)
The default value is
0.4f corresponds to 8192 × 8192 (~
860 MB of VRAM).
void SetLandscapeTerrainVTTargetResolution
(
vec2 resolution
)
#
Sets the
target resolution for the landscape terrain.
Arguments
- vec2 resolution - Two-component vector defining the target viewport resolution along X and Y axes. The default value is 1344 x 756.
vec2 GetLandscapeTerrainVTTargetResolution
(
)
#
Returns the current
target resolution for the landscape terrain.
Return value
Two-component vector defining the target viewport resolution along X and Y axes. The default value is
1344 x 756.
void SetLandscapeTerrainVTDetailLevelByAngle
(
float angle
)
#
Sets a value indicating detail level reduction depending on the inclination of the the Landscape Terrain polygons relative to viewing direction. Can be used to reduce streaming load and memory consumption.
Arguments
- float angle - Detail level quality value in the [0.0f; 1.0f] range:
- 1.0f - pixel-to-pixel quality
- lower values decrease quality
float GetLandscapeTerrainVTDetailLevelByAngle
(
)
#
Returns a value indicating detail level reduction depending on the inclination of the the Landscape Terrain polygons relative to viewing direction. Can be used to reduce streaming load and memory consumption.
Return value
Detail level quality value in the
[0.0f; 1.0f] range:
- 1.0f - pixel-to-pixel quality
- lower values decrease quality
void SetLandscapeTerrainVTFiltering
(
int filtering
)
#
Sets the filtering mode for the
Landscape Terrain textures.
Arguments
- int filtering - Filtering mode to be used:
- 0 — Low (lower mip-level is used)
- 1 — Medium (higher mip-level is used)
- 2 — High (linear interpolation between adjacent mip-levels)
int GetLandscapeTerrainVTFiltering
(
)
#
Returns the filtering mode currently used for the
Landscape Terrain textures.
Return value
Filtering mode currently used:
- 0 — Low (lower mip-level is used)
- 1 — Medium (higher mip-level is used)
- 2 — High (linear interpolation between adjacent mip-levels)
void SetLandscapeTerrainVTTilesUpdatePerFrame
(
int frame
)
#
Sets the number of tiles passed to the virtual texture of the
Landscape Terrain each frame.
Arguments
- int frame - Number of terrain tiles to be passed to the virtual texture each frame, in the [1; 256] range. The default value is 60.
int GetLandscapeTerrainVTTilesUpdatePerFrame
(
)
#
Returns the current number of tiles passed to the virtual texture of the
Landscape Terrain each frame.
Return value
Number of tiles currently passed to the virtual texture each frame, in the
[1; 256] range. The default value is
60.
void SetLandscapeTerrainVTTilesLoadPerFrame
(
int frame
)
#
Sets the number of
landscape terrain tiles to be loaded per frame. You can decrease the value of this parameter to reduce spikes, but in this case streaming becomes slower and more noticeable.
Arguments
- int frame - Number of landscape terrain tiles to be loaded per frame, in the [1; 64] range. The default value is 4.
int GetLandscapeTerrainVTTilesLoadPerFrame
(
)
#
Returns the current number of
landscape terrain tiles loaded per frame. You can decrease the value of this parameter to reduce spikes, but in this case streaming becomes slower and more noticeable.
Return value
Number of
landscape terrain tiles currently loaded per frame, in the
[1; 64] range. The default value is
4.
void SetLandscapeTerrainVTTilesReloadPerFrame
(
int frame
)
#
Sets the number of tiles to be reloaded per frame after applying changes to the
Landscape Terrain surface.
Arguments
- int frame - Number of tiles to be reloaded per frame, in the [1; 64] range. The default value is 4.
int GetLandscapeTerrainVTTilesReloadPerFrame
(
)
#
Returns the current number of tiles to be reloaded per frame after applying changes to the
Landscape Terrain surface.
Return value
Number of tiles to be reloaded per frame, in the
[1; 64] range. The default value is
4.
void SetLandscapeTerrainDetailResolutionAdditionalMask
(
int mask
)
#
Sets the resolution of the additional mask texture for details of the
landscape terrain.
Arguments
- int mask - Texture resolution to be set. One of the following values:
- 0 - 64×64
- 1 - 128×128
- 2 - 256×256
- 3 - 512×512
- 4 - 1024×1024 (default)
- 5 - 2048×2048
- 6 - 4096×4096
- 7 - 8192×8192
- 8 - 16384×16384
int GetLandscapeTerrainDetailResolutionAdditionalMask
(
)
#
Returns the current resolution of the additional mask texture for details of the
landscape terrain.
Return value
Current texture resolution. One of the following values:
- 0 - 64×64
- 1 - 128×128
- 2 - 256×256
- 3 - 512×512
- 4 - 1024×1024 (default)
- 5 - 2048×2048
- 6 - 4096×4096
- 7 - 8192×8192
- 8 - 16384×16384
void SetLandscapeTerrainDetailResolutionAlbedo
(
int resolution
)
#
Sets the resolution of the albedo texture for details of the
landscape terrain.
Arguments
- int resolution - Texture resolution to be set. One of the following values:
- 0 - 64×64
- 1 - 128×128
- 2 - 256×256
- 3 - 512×512
- 4 - 1024×1024 (default)
- 5 - 2048×2048
- 6 - 4096×4096
- 7 - 8192×8192
- 8 - 16384×16384
int GetLandscapeTerrainDetailResolutionAlbedo
(
)
#
Returns the current resolution of the albedo texture for details of the
landscape terrain.
Return value
Current texture resolution. One of the following values:
- 0 - 64×64
- 1 - 128×128
- 2 - 256×256
- 3 - 512×512
- 4 - 1024×1024 (default)
- 5 - 2048×2048
- 6 - 4096×4096
- 7 - 8192×8192
- 8 - 16384×16384
void SetLandscapeTerrainDetailResolutionHeight
(
int resolution
)
#
Sets the resolution of the height texture for details of the
landscape terrain.
Arguments
- int resolution - Texture resolution to be set. One of the following values:
- 0 - 64×64
- 1 - 128×128
- 2 - 256×256
- 3 - 512×512
- 4 - 1024×1024 (default)
- 5 - 2048×2048
- 6 - 4096×4096
- 7 - 8192×8192
- 8 - 16384×16384
int GetLandscapeTerrainDetailResolutionHeight
(
)
#
Returns the current resolution of the height texture for details of the
landscape terrain.
Return value
Current texture resolution. One of the following values:
- 0 - 64×64
- 1 - 128×128
- 2 - 256×256
- 3 - 512×512
- 4 - 1024×1024 (default)
- 5 - 2048×2048
- 6 - 4096×4096
- 7 - 8192×8192
- 8 - 16384×16384
void SetLandscapeTerrainVisibleDistance
(
float distance
)
#
Sets the maximum visibility distance for the
landscape terrain. The terrain is visible, as long as the distance between the camera and the terrain does not exceed this value.
Arguments
- float distance - Maximum visibility distance to be set for the landscape terrain, in meters. The default value is 30 km.
float GetLandscapeTerrainVisibleDistance
(
)
#
Returns the current maximum visibility distance for the
landscape terrain. The terrain is visible, as long as the distance between the camera and the terrain does not exceed this value.
Return value
Maximum visibility distance for the landscape terrain, in meters. The default value is
30 km.
void SetLandscapeTerrainGeometryHoles
(
bool holes
)
#
Sets a value indicating if decal-based holes for the
landscape terrain are enabled.
Arguments
- bool holes - true to enable decal-based holes for the landscape terrain; otherwise, false.
bool IsLandscapeTerrainGeometryHoles
(
)
#
Returns a value indicating if decal-based holes for the
landscape terrain are enabled.
Return value
true if decal-based holes are enabled for the
landscape terrain; otherwise,
false.
void SetLandscapeTerrainGeometryPolygonSize
(
float density
)
#
Sets the size of Landscape Terrain polygons defining the maximum allowed density of Landscape Terrain geometry.
Arguments
- float density - New size of Landscape Terrain polygons to be set (in units), in the [0.0001f, 1000.0f] range. The default value is 0.01f.
float GetLandscapeTerrainGeometryPolygonSize
(
)
#
Returns the size of Landscape Terrain polygons defining the maximum allowed density of Landscape Terrain geometry.
Return value
Current size of Landscape Terrain polygons (in units), in the
[0.0001f, 1000.0f] range. The default value is
0.01f.
void SetLandscapeTerrainGeometryProgression
(
float progression
)
#
Sets the progression of
Landscape Terrain geometry tessellation.
Arguments
- float progression - New progression value to be set in the [0.0f; 50.0f] range. The default value is 1.5f.
float GetLandscapeTerrainGeometryProgression
(
)
#
Returns the current progression of
Landscape Terrain geometry tessellation.
Return value
Current progression value in the
[0.0f; 50.0f] range. The default value is
1.5f.
void SetLandscapeTerrainGeometryFadeLods
(
float lods
)
#
Sets the intensity of fading between levels of
Landscape Terrain geometry tessellation. This value can be increased to remove sharp edges between areas with different geometry density.
Arguments
- float lods - Fading intensity value to be set, in the [0.0f; 1.0f] range. The default value is 0.5f.
float GetLandscapeTerrainGeometryFadeLods
(
)
#
Returns the current intensity of fading between levels of
Landscape Terrain geometry tessellation. This value can be increased to remove sharp edges between areas with different geometry density.
Return value
Current fading intensity value in the
[0.0f; 1.0f] range. The default value is
0.5f.
void SetLandscapeTerrainGeometrySubpixelReduction
(
float reduction
)
#
Sets the minimum ratio between the polygon size (in screen space) to the size of an area in the viewport for
skipping polygons rendering (the ones having a lower ratio will be removed).
Arguments
- float reduction - Subpixel reduction ratio to be set, in the [0.0f; 50.0f] range. The default value is 6.0f.
NoticeSetting too high values may cause small but noticeable visual artifacts when the camera moves.
float GetLandscapeTerrainGeometrySubpixelReduction
(
)
#
Returns the minimum ratio between the polygon size (in screen space) to the size of an area in the viewport for
skipping polygons rendering (the ones having a lower ratio will be removed).
Return value
Current subpixel reduction ratio, in the
[0.0f; 50.0f] range. The default value is
6.0f.
void SetLandscapeTerrainCullingAggressive
(
bool aggressive
)
#
Sets a value indicating if frustum culling optimization is enabled for the
Landscape Terrain. When enabled, the number of culled polygons increases thereby increasing performance. In case of any issues with polygons rendering, try disabling this option (however, note that performance may drop).
Arguments
- bool aggressive - true to enable frustum culling optimization for the Landscape Terrain; false - to disable it.
bool isLandscapeTerrainCullingAggressive
(
)
#
Returns a value indicating if frustum culling optimization is enabled for the
Landscape Terrain. When enabled, the number of culled polygons increases thereby increasing performance. In case of any issues with polygons rendering, try disabling this option (however, note that performance may drop).
Return value
true if frustum culling optimization is enabled for the landscape terrain; otherwise,
false.
void SetLandscapeTerrainCullingFrustumPadding
(
float padding
)
#
Sets a multiplier for the size of viewing frustum to be used for culling polygons of the
Landscape Terrain.
Arguments
- float padding - Frustumn padding multiplier to be set, in the [0.0f; 1.0f] range. The default value is 0.1f.
float GetLandscapeTerrainCullingFrustumPadding
(
)
#
Returns the current multiplier for the size of viewing frustum used for culling polygons of the
Landscape Terrain.
Return value
Current frustumn padding multiplier, in the
[0.0f; 1.0f] range. The default value is
0.1f.
void SetLandscapeTerrainCullingBackFace
(
float face
)
#
Sets the threshold used for culling tessellation patches of the
Landscape Terrain oriented to the camera with their back faces (it is a multiplier for the angle between the tessellation patch normal and the camera's view direction). Higher values result in a smaller angle between the patch normal and the camera's view direction required for culling this patch.
Arguments
- float face - Backface culling threshold value to be set in the [0.0f; 1.0f] range. The default value is 0.5f.
float GetLandscapeTerrainCullingBackFace
(
)
#
Returns the current threshold used for culling tessellation patches of the
Landscape Terrain oriented to the camera with their back faces (it is a multiplier for the angle between the tessellation patch normal and the camera's view direction). Higher values result in a smaller angle between the patch normal and the camera's view direction required for culling this patch.
Return value
Current backface culling threshold value in the
[0.0f; 1.0f] range. The default value is
0.5f.
void SetLandscapeTerrainCullingObliqueFrustum
(
float frustum
)
#
Sets the multiplier for culling of tessellation patches of the
Landscape Terrain beyond the oblique frustum plane.
Arguments
- float frustum - Multiplier value to be set, in the [0.0f, 1.0f] range. Higher values result in more patches culled. The default value is 0.9f.
float GetLandscapeTerrainCullingObliqueFrustum
(
)
#
Returns the current multiplier for culling of tessellation patches of the
Landscape Terrain beyond the oblique frustum plane.
Return value
Current multiplier value, in the
[0.0f, 1.0f] range. Higher values result in more patches culled. The default value is
0.9f.
void SetLandscapeTerrainTexelSize
(
float size
)
#
Sets the texel size of the
Landscape Terrain render textures representing the maximum level of detail for the albedo, normal, and height components of the Landscape Terrain.
Arguments
- float size - Landscape Terrain texel size (in meters), in the [0.0001f, 1.0f] range. The default value is 0.001f.
float GetLandscapeTerrainTexelSize
(
)
#
Returns the texel size of the
Landscape Terrain render textures representing the maximum level of detail for the albedo, normal, and height components of the Landscape Terrain.
Return value
Landscape Terrain texel size (in meters), in the
[0.0001f, 1.0f] range. The default value is
0.001f.
void SetLandscapeCacheCPUSize
(
int size
)
#
Sets the CPU cache size to be used for landscape terrain rendering. CPU cache size affects intersections, physics, streaming, etc. The size of CPU cache depends on the scene.
Arguments
- int size - New СPU cache size to be set, in percentage of the total СPU memory. The default value is 10%.
int GetLandscapeCacheCPUSize
(
)
#
Returns the current СPU cache size used for landscape terrain rendering. CPU cache size affects intersections, physics, streaming, etc. The size of CPU cache depends on the scene.
Return value
Current CPU cache size, in percentage of the total GPU memory. The default value is
10%.
void SetLandscapeCacheGPUSize
(
int size
)
#
Sets the GPU cache size to be used for landscape terrain rendering. GPU cache is used to accumulate tiles, that are visible to the camera, before streaming them to the megatexture.
NoticeHigh-resolution maps require larger cache capacity.
Arguments
- int size - New GPU cache size to be set, in percentage of the total GPU memory. The default value is 4%.
int GetLandscapeCacheGPUSize
(
)
#
Returns the current GPU cache size used for landscape terrain rendering. GPU cache is used to accumulate tiles, that are visible to the camera, before streaming them to the megatexture.
NoticeHigh-resolution maps require larger cache capacity.
Return value
Current GPU cache size, in percentage of the total GPU memory. The default value is
4%.
void SetLandscapeCacheGPULifeTime
(
int time
)
#
Sets the lifetime of GPU cache used for landscape terrain rendering.
Arguments
- int time - New GPU cache lifetime to be set, number of frames in the [1; 60] range. The default value is 4.
int GetLandscapeCacheGPULifeTime
(
)
#
Returns the current lifetime of GPU cache used for landscape terrain rendering.
Return value
Current GPU cache lifetime, number of frames in the
[1; 60] range. The default value is
4.
void SetWireframeAntialiasing
(
bool antialiasing
)
#
Sets a value indicating if antialiasing is enabled for wireframe rendering.
Arguments
- bool antialiasing - true to enable antialiasing for wireframe rendering; false - to disable it.
bool IsWireframeAntialiasing
(
)
#
Returns a value indicating if antialiasing is enabled for wireframe rendering.
Return value
true if antialiasing is enabled for wireframe rendering; otherwise,
false.
void SetFfpAntialiasingLines
(
bool lines
)
#
Sets a value indicating if antialiasing is enabled for rendering of the Visualizer and other FFP lines.
Arguments
- bool lines - true to enable antialiasing for visualizer rendering; false - to disable it.
bool IsFfpAntialiasingLines
(
)
#
Returns a value indicating if antialiasing is enabled for rendering of the Visualizer and other FFP lines.
Return value
true if antialiasing is enabled for rendering of the Visualizer and other FFP lines; otherwise,
false.