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Unigine.Render Class

Provides access to Unigine rendering functions. For example, it is used by AppWall application to render onto multiple monitors.

See Also#

  • A set of UnigineScript API samples located in the <UnigineSDK>/data/samples/rendering/ folder

Render Class

Enums

PASS#

NameDescription
WIREFRAME = 0Wireframe pass.
VISUALIZER_SOLID = 1Visualizer pass.
DEFERRED = 2Deferred pass.
AUXILIARY = 3Auxiliary pass.
EMISSION = 4Emission pass.
REFLECTION = 5Reflection pass.
REFRACTION = 6Refraction pass.
TRANSPARENT_BLUR = 7Transparent blur pass.
AMBIENT = 8Ambient pass.
LIGHT_VOXEL_PROBE = 9Light voxel probe pass.
LIGHT_ENVIRONMENT_PROBE = 10Light environment probe pass.
LIGHT_PLANAR_PROBE = 11Light planar probe pass.
LIGHT_OMNI = 12Omni light pass.
LIGHT_PROJ = 13Proj light pass.
LIGHT_WORLD = 14World light pass.
SHADOW = 15Shadow pass.
DEPTH_PRE_PASS = 16Depth pre-pass.
MS_DEPTH = 17MS depth pass.
POST = 18Post materials pass.
PROCEDURAL_DECALS = 19Pass for rendering of particles into procedural textures to be used by orthographic decals.
PROCEDURAL_FIELDS = 20Pass for rendering of particles into procedural textures to be used by height fields.
CUSTOM_0 = 21Custom pass (unassigned).
CUSTOM_1 = 22Custom pass (unassigned).
CUSTOM_2 = 23Custom pass (unassigned).
CUSTOM_3 = 24Custom pass (unassigned).
CUSTOM_4 = 25Custom pass (unassigned).
CUSTOM_5 = 26Custom pass (unassigned).
CUSTOM_6 = 27Custom pass (unassigned).
CUSTOM_7 = 28Custom pass (unassigned).
CUSTOM_8 = 29Custom pass (unassigned).
CUSTOM_9 = 30Custom pass (unassigned).
CUSTOM_10 = 31Custom pass (unassigned).
CUSTOM_11 = 32Custom pass (unassigned).
CUSTOM_12 = 33Custom pass (unassigned).
CUSTOM_13 = 34Custom pass (unassigned).
CUSTOM_14 = 35Custom pass (unassigned).
CUSTOM_15 = 36Custom pass (unassigned).
CUSTOM_16 = 37Custom pass (unassigned).
CUSTOM_17 = 38Custom pass (unassigned).
CUSTOM_18 = 39Custom pass (unassigned).
CUSTOM_19 = 40Custom pass (unassigned).
CUSTOM_20 = 41Custom pass (unassigned).
CUSTOM_21 = 42Custom pass (unassigned).
CUSTOM_22 = 43Custom pass (unassigned).
CUSTOM_23 = 44Custom pass (unassigned).
CUSTOM_24 = 45Custom pass (unassigned).
CUSTOM_25 = 46Custom pass (unassigned).
CUSTOM_26 = 47Custom pass (unassigned).
CUSTOM_27 = 48Custom pass (unassigned).
CUSTOM_28 = 49Custom pass (unassigned).
CUSTOM_29 = 50Custom pass (unassigned).
CUSTOM_30 = 51Custom pass (unassigned).
CUSTOM_31 = 52Custom pass (unassigned).
CUSTOM_32 = 53Custom pass (unassigned).
NUM_PASSES = 54Total number of rendering passes.

CORRECT_ROUGHNESS#

NameDescription
DISABLED = 0Disabled roughness correction.
LOW = 1Roughness correction of minimum quality.
MEDIUM = 2Roughness correction of medium quality.
HIGH = 3Roughness correction of high quality.
ULTRA = 4Roughness correction of ultra-high quality.

CALLBACK_INDEX#

NameDescription
BEGIN = 0Beginning of the callback range.
BEGIN_SHADOWS = 1Callback before the shadows rendering stage.
BEGIN_WORLD_SHADOW = 2Callback before the stage of rendering shadows from World light sources.
END_WORLD_SHADOW = 3Callback after the stage of rendering shadows from World light sources.
BEGIN_PROJ_SHADOW = 4Callback before the stage of rendering shadows from Projected light sources.
END_PROJ_SHADOW = 5Callback after the stage of rendering shadows from Projected light sources.
BEGIN_OMNI_SHADOW = 6Callback before the stage of rendering shadows from Omni light sources.
END_OMNI_SHADOW = 7Callback after the stage of rendering shadows from Omni light sources.
END_SHADOWS = 8Callback after the shadows rendering stage.
BEGIN_SCREEN = 9Callback before the stage of rendering each screen (a stereo image has 2 screens, while a cubemap will have 6).
BEGIN_OPACITY_GBUFFER = 10Callback before filling the Gbuffer.
END_OPACITY_GBUFFER = 11Callback after filling the Gbuffer.
BEGIN_OPACITY_DECALS = 12Callback before the opacity decals rendering stage.
END_OPACITY_DECALS = 13Callback after the opacity decals rendering stage.
BEGIN_CURVATURE = 14Callback before the SSBevel effect rendering stage.
END_CURVATURE = 15Callback after the SSBevel effect rendering stage.
BEGIN_CURVATURE_COMPOSITE = 16Callback before the curvature rendering stage for the SSDirt effect.
END_CURVATURE_COMPOSITE = 17Callback after the curvature rendering stage for the SSDirt effect.
BEGIN_SSRTGI = 18Callback before the SSRTGI rendering stage.
END_SSRTGI = 19Callback after the SSRTGI rendering stage.
BEGIN_OPACITY_LIGHTS = 20Callback before the opacity lightgs rendering stage.
END_OPACITY_LIGHTS = 21Callback after the opacity lightgs rendering stage.
BEGIN_OPACITY_VOXEL_PROBES = 22Callback before the opacity voxel probes rendering stage.
END_OPACITY_VOXEL_PROBES = 23Callback after the opacity voxel probes rendering stage.
BEGIN_OPACITY_ENVIRONMENT_PROBES = 24Callback before the opacity environment probes rendering stage.
END_OPACITY_ENVIRONMENT_PROBES = 25Callback after the opacity environment probes rendering stage.
BEGIN_OPACITY_PLANAR_PROBES = 26Callback before the opacity planar probes rendering stage.
END_OPACITY_PLANAR_PROBES = 27Callback after the opacity planar probes rendering stage.
BEGIN_AUXILIARY_BUFFER = 28Callback before filling the auxiliary buffer.
END_AUXILIARY_BUFFER = 29Callback after filling the auxiliary buffer.
BEGIN_REFRACTION_BUFFER = 30Callback before filling the refraction buffer.
END_REFRACTION_BUFFER = 31Callback after filling the refraction buffer.
BEGIN_TRANSPARENT_BLUR_BUFFER = 32Callback before filling the transparent blur buffer.
END_TRANSPARENT_BLUR_BUFFER = 33Callback after filling the transparent blur buffer.
BEGIN_SSR = 34Callback before the SSR rendering stage.
END_SSR = 35Callback after the SSR rendering stage.
BEGIN_SSAO = 36Callback before the SSAO rendering stage.
END_SSAO = 37Callback after the SSAO rendering stage.
BEGIN_SSGI = 38Callback before the SSGI rendering stage.
END_SSGI = 39Callback after the SSGI rendering stage.
BEGIN_COMPOSITE_DEFERRED = 40Callback before the clouds deferred composite stage.
END_COMPOSITE_DEFERRED = 41Callback after the clouds deferred composite stage.
BEGIN_TRANSPARENT = 42Callback before the transparent objects rendering stage.
BEGIN_CLOUDS = 43Callback before the clouds rendering stage.
END_CLOUDS = 44Callback after the clouds rendering stage.
BEGIN_WATER = 45Callback before the water rendering stage.
BEGIN_WATER_DECALS = 46Callback before the water decals rendering stage.
END_WATER_DECALS = 47Callback after the water decals rendering stage.
BEGIN_WATER_LIGHTS = 48Callback before the water lights rendering stage.
END_WATER_LIGHTS = 49Callback after the water lights rendering stage.
BEGIN_WATER_VOXEL_PROBES = 50Callback before the water voxel probes rendering stage.
END_WATER_VOXEL_PROBES = 51Callback after the water voxel probes rendering stage.
BEGIN_WATER_ENVIRONMENT_PROBES = 52Callback before the water environment probes rendering stage.
END_WATER_ENVIRONMENT_PROBES = 53Callback after the water environment probes rendering stage.
BEGIN_WATER_PLANAR_PROBES = 54Callback before the water planar probes rendering stage.
END_WATER_PLANAR_PROBES = 55Callback after the water planar probes rendering stage.
END_WATER = 56Callback after the water rendering stage.
END_TRANSPARENT = 57Callback after the transparent objects rendering stage.
BEGIN_SRGB_CORRECTION = 58Callback before the sRGB correction stage.
END_SRGB_CORRECTION = 59Callback after the sRGB correction stage.
BEGIN_ADAPTATION_COLOR_AVERAGE = 60Callback before the calculation of automatic exposure and white balance correction.
END_ADAPTATION_COLOR_AVERAGE = 61Callback after the calculation of automatic exposure and white balance correction.
BEGIN_ADAPTATION_COLOR = 62Callback before the color adaptation rendering stage (automatic exposure and white balance correction).
END_ADAPTATION_COLOR = 63Callback after the color adaptation rendering stage (automatic exposure and white balance correction).
BEGIN_TAA = 64Callback before the Temporal Anti-Aliasing (TAA) pass.
END_TAA = 65Callback after the Temporal Anti-Aliasing (TAA) pass.
BEGIN_CAMERA_EFFECTS = 66Callback before the camera effects stage.
END_CAMERA_EFFECTS = 67Callback after the camera effects stage.
BEGIN_POST_MATERIALS = 68Callback before the post materials rendering stage.
END_POST_MATERIALS = 69Callback after the post materials rendering stage.
BEGIN_DEBUG_MATERIALS = 70Callback before the debug materials stage.
END_DEBUG_MATERIALS = 71Callback after the debug materials stage.
BEGIN_VISUALIZER = 72Callback before the visualizer rendering stage.
END_VISUALIZER = 73Callback after the visualizer rendering stage.
END_SCREEN = 74Callback after the stage of rendering each screen (a stereo image has 2 screens, while a cubemap will have 6).
END = 75End of the callback range.
NUM_CALLBACKS = 76Callback counter.

VIEWPORT_MODE#

NameDescription
DEFAULT = 0Enables the default stereo mode - no stereo and panoramic rendering in the current viewport is available. This mode is set by default for a new viewport.
PANORAMA_CURVED_180 = 1Enables rendering of the viewport as a panorama with curved edges with an angle of 180 degrees.
PANORAMA_CURVED_360 = 2Enables rendering of the viewport as a panorama with curved edges with an angle of 360 degrees.
PANORAMA_LINEAR_180 = 3Enables rendering of the viewport as a linear panorama without distortion at the edges with an angle of 180 degrees.
PANORAMA_LINEAR_360 = 4Enables rendering of the viewport as a linear panorama without distortion at the edges with an angle of 360 degrees.
PANORAMA_FISHEYE_ORTHOGRAPHIC = 5Enables rendering of the viewport as an orthographic spherical panorama (fisheye).
PANORAMA_FISHEYE_EQUDISTANT = 6Enables rendering of the viewport as an equidistant spherical panorama (fisheye).
PANORAMA_FISHEYE_STEREOGRAPHIC = 7Enables rendering of the viewport as an stereographic spherical panorama (fisheye).
PANORAMA_FISHEYE_EQUISOLID = 8Enables rendering of the viewport as an equisolid spherical panorama (fisheye).
STEREO_ANAGLYPH = 9Enables the anaglyph stereo mode that is viewed with red-cyan anaglyph glasses.
STEREO_INTERLACED = 10Enables the interlaced stereo mode that is used with interlaced stereo monitors and polarized 3D glasses.
STEREO_HORIZONTAL = 11Enables the horizontal stereo mode that is supported on mobile devices.
STEREO_VERTICAL = 12Enables the vertical stereo mode that is supported on mobile devices.
STEREO_SEPARATE = 13Enables the replicate images stereo mode.
STEREO_REPLICATE = 14Enables the separate images stereo mode. This mode serves to output two separate images for each of the eye. It can be used with any VR/AR output devices that support separate images output, e.g. for 3D video glasses or helmets (HMD).

Properties

int NumTriangles#

The number of rendered per frame triangles that can be seen in the viewport. See Rendering Profiler article for details.

int NumSurfaces#

The number of rendered per frame surfaces that can be 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#

The number of shaders set per frame. See Rendering Profiler article for details.

int NumReflections#

The number of reflections drawn per frame that can be seen in the viewport. In case of cubemap reflections, if all six faces are updated, six reflections are rendered per each frame.

int NumPrimitives#

The number of geometric rendered per frame primitives that can be 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 Returns 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 seen in the viewport (during all of the rendering passes).

int HDRTextureFormat#

The HDR texture format to be used.

bool ShowLightmapChecker#

Console: render_show_lightmap_checker
The value indicating whether the Baked Lightmap Checker debug mode is enabled. This mode maps the checker texture onto the baked lightmap polygons, which can be used to facilitate the process of comparing UV map texels on neighboring planes.

int ShowTriangles#

Console: render_show_triangles
The wireframe mode for scene triangles.

int ShowTexturesNumber#

Console: render_show_textures_number
The number of buffers in a row and column displayed in the full view mode (see the ShowTextures property) . Textures are displayed in the following manner, depending on the set value:
  • 1 — a single texture per screen
  • 2 — 2x2 textures per screen
  • 3 — 3x3 textures per screen
  • ... etc.

Range of values: [0, 16]. The default value is 7.

int ShowTexturesOffset#

Console: render_show_textures_offset
The number of the buffer to start displaying from in the full view mode (see the ShowTextures property) .

Range of values: [0, 256]. The default value is 0.

int ShowTextures#

Console: render_show_textures
The display mode for texture buffers used by the renderer. The number of displayed buffers depends on the number of buffers in a row specified by the corresponding command (see the ShowTexturesNumber property) .
One of the following values:
  • 0 - all buffers are hidden (by default)
  • 1 - show render textures (compact)
  • 2 - show render textures (full)

bool ShowGeodeticPivot#

Console: render_show_geodetic_pivot
The value indicating whether geodetic pivots are displayed.
The default value is true.

bool ShowAmbient#

Console: render_show_ambient
The value indicating whether the ambient pass buffer is displayed.
The default value is true.

bool ShowTransparent#

Console: render_show_transparent
The value indicating whether the visualizer is displayed for transparent objects.
The default value is true.

bool ShowDynamic#

Console: render_show_dynamic
The value indicating whether the visualizer is displayed for dynamic objects.
The default value is true.

bool ShowAlphaTest#

Console: render_show_alpha_test
The value indicating whether the visualizer is displayed for transparent objects using alpha test.
The default value is true.

bool ShowCascades#

Console: render_show_cascades
The value indicating whether Parallel Split Shadow Map - world shadow cascades are displayed.

bool ShowOccluder#

Console: render_show_occluder
The value indicating whether the buffer used for occluders is displayed in the viewport.

bool ShowScissors#

Console: render_show_scissors
The value indicating if scissor rectangles are displayed.
The default value is true.

bool ShowDecals#

Console: render_show_decals
The value indicating whether the visualizer is displayed for decals or not.

bool ShowQueries#

Console: render_show_queries
The value indicating whether occlusion query boxes are displayed in the viewport or not.

bool TransparentMultipleEnvProbes#

Console: render_transparent_multiple_env_probes
The value indicating if the transparent multiple environment probes pass is rendered.
Notice
This method takes effect only when the forward rendering pass is used for transparent objects rendering.
The default value is true.

bool TransparentDeferred#

Console: render_transparent_deferred
The value indicating if the deferred pass for transparent objects is enabled.
Notice
This option takes effect only when the forward rendering pass is used for transparent objects rendering.
The default value is true.

bool TransparentLight#

Console: render_transparent_light
The value indicating if the transparent light pass is rendered.
Notice
This option takes effect only when the forward rendering pass is used for transparent objects rendering.
The default value is true.

bool TransparentAmbient#

Console: render_transparent_ambient
The value indicating if the transparent ambient pass is rendered.
Notice
This option takes effect only when the forward rendering pass is used for transparent objects rendering.
The default value is true.

bool TransparentEnabled#

Console: render_transparent_enabled
The value indicating if the transparent pass is rendered.
Notice
This option takes effect only when the forward rendering pass is used for transparent objects rendering.
The default value is true.

bool ScreenSpaceEffects#

Console: render_screen_space_effects
The value indicating if rendering of screen-space effects is enabled.
The default value is true.

int FieldShorelineResolution#

Console: render_field_shoreline_resolution
The resolution of the texture into which all textures set for all FieldShoreline objects are rendered.
Notice
Increased resolution significantly affects performance.
One of the following values:
  • 0 - 128x128 (by default)
  • 1 - 256x256
  • 2 - 512x512
  • 3 - 1024x1024
  • 4 - 2048x2048
  • 5 - 4096x4096
  • 6 - 8192x8192

bool FieldPrecision#

Console: render_field_precision
The value indicating the precision of textures used for field objects. Either of the following:
  • 16-bit precision R16 texture
  • 32-bit precision R32F texture
One of the following values:
  • 0 - 16 bit (by default)
  • 1 - 32 bit

int FieldHeightResolution#

Console: render_field_height_resolution
The resolution of the texture into which all textures set for all FieldHeight objects are rendered.
Notice
Increased resolution significantly affects performance.
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#

Console: render_clouds_noise_step_skip
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.

Range of values: [0.0f, 1.0f]. The default value is 0.3f.

float CloudsNoiseLighting#

Console: render_clouds_noise_lighting
The 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.

Range of values: [0.0f, 1.0f]. The default value is 0.3f.

float CloudsNoiseIterations#

Console: render_clouds_noise_iterations
The value of the noise iterations 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.

Range of values: [0.0f, 1.0f]. The default value is 0.1f.

float CloudsNoiseStep#

Console: render_clouds_noise_step
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.

Range of values: [0.0f, 1.0f]. The default value is 0.3f.

float CloudsSoftIntersection#

Console: render_clouds_soft_intersection
The soft intersection distance for clouds, in meters.

Range of values: [0.0f, 100000.0f]. The default value is 100.0f.

int CloudsSamplesCount#

Console: render_clouds_samples_count
The number of samples used for clouds rendering. The higher the value, the less noise in clouds rendering. The following values are available:
  • Low — 1 sample, low quality
  • Medium — 3 samples, medium quality
  • High — 5 samples, high quality
  • Ultra — 6 samples, ultra quality
One of the following values:
  • Low - low quality
  • Medium - medium quality
  • High - high quality (by default)
  • Ultra - ultra quality

int CloudsDownsamplingRendering#

Console: render_clouds_downsampling_rendering
The downsampling rendering mode for clouds. This parameter determines clouds resolution based on current screen resolution.
Notice
This parameter has a significant impact on performance.
One of the following values:
  • Quarter - quarter resolution
  • Half - half resolution (by default)
  • Full - full resolution

int CloudsInterleavedRendering#

Console: render_clouds_interleaved_rendering
The interleaved rendering mode for clouds. In 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.
One of the following values:
  • 0 - Disabled (by default)
  • 1 - 2×2
  • 2 - 4×4
  • 3 - 8×8

int CloudsDynamicCoverageResolution#

Console: render_clouds_dynamic_coverage_resolution
The the value defining the size of the square dynamic coverage resolution texture for clouds, in pixels. This parameter determines the quality of dynamic coverage texture for FieldWeather objects. Higher values make it possible to preserve texture details at high distances.
Notice
Increased resolution significantly affects performance.

Range of values: [16, 8192]. The default value is 256.

float CloudsDynamicCoverageArea#

Console: render_clouds_dynamic_coverage_area
The dynamic coverage area for clouds, in units. This parameter determines visibility distance for coverage of FieldWeather objects.
Notice
Increasing 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 the corresponding command (see the CloudsDynamicCoverageResolution property) .

Range of values: [10.0f, 400000.0f]. The default value is 10000.0f.

float CloudsLightingConeRadius#

Console: render_clouds_lighting_cone_radius
The lighting cone sampling radius for clouds lighting.
Notice
Low values may result in unnatural behavior as the position of the sun changes.

Range of values: [0.0f, 1.0f]. The default value is 0.3f.

float CloudsLightingTraceLength#

Console: render_clouds_lighting_tracelength
The lighting trace length for clouds. This parameter determines the maximum length of a sun ray inside a cloud.

Range of values: [1.0f, 2048.0f]. The default value is 230.0f.

int CloudsSamplingQuality#

Console: render_clouds_sampling_quality
The 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 are visual artifacts. The following modes are available:
  • Low — 1 sample, low quality (higher cloud density)
  • Medium — 3 samples, medium quality
  • High — 5 samples, high quality
  • Ultra — 6 samples, ultra quality (lower density, the clouds are softer)
Notice
Visual difference between low and ultra quality is not significant. Therefore, it is recommended to use low settings, when possible, to gain performance.
One of the following values:
  • Low - low quality
  • Medium - medium quality (by default)
  • High - high quality
  • Ultra - ultra quality

int CloudsLightingQuality#

Console: render_clouds_lighting_quality
The lighting quality for clouds. This parameter determines the number of samples used to calculate lighting for clouds. The following values are available:
  • Low — 1 sample, low quality
  • Medium — 3 samples, medium quality
  • High — 5 samples, high quality
  • Ultra — 6 samples, ultra quality
Notice
This parameter has a significant impact on performance. Therefore, it is recommended to use low settings, when possible.
One of the following values:
  • Low - low quality
  • Medium - medium quality (by default)
  • High - high quality
  • Ultra - ultra quality

bool CloudsGroundShadows#

Console: render_clouds_ground_shadows
The value indicating if rendering of shadows from the clouds on the ground is enabled.
The default value is true.

bool CloudsEnabled#

Console: render_clouds_enabled
The value indicating if rendering of clouds is enabled.
The default value is true.

float CloudsStepAccuracy#

Console: render_clouds_step_accuracy
The accuracy of ray marching steps. This parameter enables you to improve the visual look of clouds when viewed from inside a cloud layer. It reduces the noise of lighting and clouds shape for long ray marching distances, adds some noise-based blur to a sharp border at the bottom sphere of the cloud layer (rounded) and removes popping effect when leaving a rounded cloud layer. Higher values provide more accurate form and less noise, while lower ones gain more performance.

Range of values: [0.0f, 1.0f]. The default value is 0.5f.

bool CloudsAccurateLayersSorting#

Console: render_clouds_accurate_layers_sorting
The value indicating if correct sorting of intersecting cloud layers is enabled.
Notice
Enabling this feature may reduce raymarching quality as samples shall be distributed among all layers.
The default value is true.

int CloudDistortionTexture#

Console: render_clouds_distortion_texture
The value indicating which texture type is used for clouds distortion at the moment. This parameter has a significant impact on performance:
  • 2D Texture — more performance-friendly, but may cause an excessive vertical extrusion of clouds.
  • 3D Texture — ensures homogeneous detail distortion and better image quality, but at a higher performance cost.
One of the following values:
  • 0 - 2D texture (by default)
  • 1 - 3D texture

bool CloudsInterleavedRenderingTemporal#

Console: render_clouds_interleaved_rendering_temporal
The value indicating if temporal accumulation of noises for interleaved sampling for clouds is enabled.
Notice
Works only when the clouds interleaved rendering mode (see the CloudsInterleavedRendering property) is set to 2x2.
The default value is true.

float CloudsDepthBasedReconstructionThreshold#

Console: render_clouds_depth_based_reconstruction_threshold
The depth threshold value for clouds depth-based reconstruction mode (see the CloudsDepthBasedReconstruction property) . This value defines the depth difference starting from which pixels are considered to be related to different surfaces.

Range of values: [0.0f, inf]. The default value is 100.0f.

bool CloudsDepthBasedReconstruction#

Console: render_clouds_depth_based_reconstruction
The value indicating if clouds ray-marched depth is used for upsampling the downsampled clouds without obscuring the geometry and reprojection depending on the cloud depth. Recommended for flying through clouds.
Notice
Works only with the clouds downsampling rendering mode (see the CloudsDownsamplingRendering property) set to half and/or the clouds interleaved rendering mode (see the CloudsInterleavedRendering property) set to 2x2.
The default value is true.

float CloudsRoundedPlanetRadius#

Console: render_clouds_rounded_planet_radius
The radius of the planet to be used for clouds curving. Visual curving can be used to make clouds look more natural imitating planet's curvature.

Range of values: [100.0f, inf]. The default value is 200000.0f.

bool CloudsRounded#

Console: render_clouds_rounded
The value indicating if cloud layers are to be curved to make them look more natural imitating planet's curvature.
The default value is true.

int WaterAnisotropy#

Console: render_water_anisotropy
The water texture anisotropy level. The following values are available:
  • 1x — anisotropy level 1
  • 2x — anisotropy level 2
  • 4x — anisotropy level 4
  • 8x — anisotropy level 8
  • 16x — anisotropy level 16
One of the following values:
  • 0 - 1x
  • 1 - 2x (by default)
  • 2 - 4x
  • 3 - 8x
  • 4 - 16x

int WaterRefractionQuality#

Console: render_water_refraction_quality
The quality of water refraction.
One of the following values:
  • Low - low quality
  • Medium - medium quality
  • High - high quality (by default)
  • Ultra - ultra quality

int WaterSSRQuality#

Console: render_water_ssr_quality
The resolution of water SSR (Screen Space Reflections).
One of the following values:
  • Low - low quality
  • Medium - medium quality (by default)
  • High - high quality
  • Ultra - ultra quality

bool WaterLights#

Console: render_water_lights
The value indicating if rendering of lights on the water surface is enabled.
Notice
The option doesn't affect the World Light source.
The default value is true.

bool WaterVoxelProbes#

Console: render_water_voxel_probes
The value indicating if voxel probes are enabled for water rendering.
The default value is true.

bool WaterEnvironmentProbes#

Console: render_water_environment_probes
The value indicating if rendering of environment probes on the water surface is enabled.
The default value is true.

bool WaterOpacityDepth#

Console: render_water_opacity_depth
The value indicating if depth data for water is written to the opacity buffer.
The default value is true.

bool WaterShafts#

Console: render_water_shafts
The value indicating if rendering of underwater shafts is enabled.
The default value is true.

bool WaterShorelineWetness#

Console: render_water_shoreline_wetness
The value indicating if the wetness effect for objects near the shoreline is enabled.
The default value is true.

bool WaterSSRIncreasedAccuracy#

Console: render_water_ssr_increased_accuracy
The value indicating if increased accuracy for the water SSR (Screen Space Reflections). This option reduces visual artifacts by increasing accuracy of the last step.
The default value is true.

bool WaterSSR#

Console: render_water_ssr
The value indicating if the SSR (Screen Space Reflections) effect is enabled for water.
The default value is true.

bool WaterEnabled#

Console: render_water_enabled
The value indicating if rendering of water is enabled.
The default value is true.

int TerrainGlobalAnisotropy#

Console: render_terrain_global_anisotropy
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.
One of the following values:
  • 0 - anisotropy level 1
  • 1 - anisotropy level 2
  • 2 - anisotropy level 4 (by default)
  • 3 - anisotropy level 8
  • 4 - anisotropy level 16

bool TerrainGlobalHoles#

Console: render_terrain_global_holes
The value indicating if decal-based holes are enabled for the global terrain.
The default value is true.

bool TerrainGlobalDisplacementNormal#

Console: render_terrain_global_displacement_normal
The value indicating if displacement mapping for the Global Terrain rendering uses normals.
The default value is true.

bool TerrainGlobalDisplacement#

Console: render_terrain_global_displacement
The value indicating if displacement mapping is enabled for the Global Terrain.
The default value is true.

bool TerrainGlobalTriplanar#

Console: render_terrain_global_triplanar
The value indicating if triplanar texture mapping is enabled for the Global Terrain. If disabled, planar UV-mapping is used.
The default value is true.

float SSDirtConvexityMetalnessVisibility#

Console: render_ssdirt_convexity_metalness_visibility
The metalness visibility value for convexities. A multiplier that determines the degree of impact of the effect on metalness buffer (the higher the value the more metalness buffer is affected. SSDirt (see the SSDirt property) must be enabled.

Range of values: [0.0f, 1.0f]. The default value is 0.0f.

float SSDirtConvexityMetalness#

Console: render_ssdirt_convexity_metalness
The metalness value for convexities. When set to 0 (by default), the SSDirt effect does not modify metalness buffer in convex areas. SSDirt (see the SSDirt property) must be enabled.

Range of values: [0.0f, 1.0f]. The default value is 0.0f.

float SSDirtConvexityExponent#

Console: render_ssdirt_convexity_exponent
The exponent value that determines the rate of gradual change of intensity along the radius for convexities. Lower values make gradual change of intensity smoother. SSDirt (see the SSDirt property) must be enabled.

Range of values: [0.0f, inf]. The default value is 1.0f.

vec4 SSDirtConvexityColor#

Console: render_ssdirt_convexity_color
The color multiplier for the Albedo texture used for convexities (global wear and scratch color pattern). SSDirt (see the SSDirt property) must be enabled.

vec4(0.48f, 0.44f, 0.39f, 1.0f) - default value

float SSDirtConvexityTextureSize#

Console: render_ssdirt_convexity_texture_size
The scaling factor for the textures used for convexities. SSDirt (see the SSDirt property) must be enabled.

Range of values: [0.0f, inf]. The default value is 1.0f.

float SSDirtCavityMetalnessVisibility#

Console: render_ssdirt_cavity_metalness_visibility
The metalness visibility value for cavities. A multiplier that determines the degree of impact of the effect on metalness buffer (the higher the value the more metalness buffer is affected. SSDirt (see the SSDirt property) must be enabled.

Range of values: [0.0f, 1.0f]. The default value is 0.0f.

float SSDirtCavityMetalness#

Console: render_ssdirt_cavity_metalness
The metalness value for cavities. When set to 0 (by default), the SSDirt effect does not modify metalness buffer in cavities. SSDirt (see the SSDirt property) must be enabled.

Range of values: [0.0f, 1.0f]. The default value is 0.0f.

float SSDirtCavityExponent#

Console: render_ssdirt_cavity_exponent
The exponent value that determines the rate of gradual change of intensity along the radius for cavities. Lower values make gradual change of intensity smoother. SSDirt (see the SSDirt property) must be enabled.

Range of values: [0.0f, inf]. The default value is 1.0f.

vec4 SSDirtCavityColor#

Console: render_ssdirt_cavity_color
The color multiplier for the Albedo texture used for cavities (global dirt and dust color pattern). SSDirt (see the SSDirt property) must be enabled.

vec4(0.26f, 0.24f, 0.21f, 1.0f) - default value

float SSDirtCavityTextureSize#

Console: render_ssdirt_cavity_texture_size
The scaling factor for the textures used for cavities. SSDirt (see the SSDirt property) must be enabled.

Range of values: [0.0f, inf]. The default value is 1.0f.

string SSDirtConvexityShadingTextureName#

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). SSDirt (see the SSDirt property) must be enabled.

string SSDirtConvexityAlbedoTextureName#

The name of the albedo texture to be used for convexities. This texture defines wear and scratch color pattern for all convexities globally. SSDirt (see the SSDirt property) must be enabled.

string SSDirtCavityShadingTextureName#

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). SSDirt (see the SSDirt property) must be enabled.

string SSDirtCavityAlbedoTextureName#

The name of the albedo texture to be used for cavities. This texture defines wear and scratch color pattern for all cavities globally. SSDirt (see the SSDirt property) must be enabled.

bool SSDirtIncreaseAccuracy#

Console: render_ssdirt_increase_accuracy
The value indicating if 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. SSDirt (see the SSDirt property) must be enabled.
The default value is true.

float SSDirtPerspective#

Console: render_ssdirt_perspective
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).
SSDirt (see the SSDirt property) must be enabled.

Range of values: [0.0f, 1.0f]. The default value is 0.02f.

float SSDirtAngleBias#

Console: render_ssdirt_angle_bias
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. SSDirt (see the SSDirt property) must be enabled.
Notice
This parameter affects both, concave and convex areas.

Range of values: [0.0f, 1.0f]. The default value is 0.35f.

float SSDirtThreshold#

Console: render_ssdirt_threshold
The threshold of the SSDirt effect. It determines depth limit for the SSDirt effect in areas where information cannot be obtained. Higher values make the effect less pronounced. SSDirt (see the SSDirt property) must be enabled.

Range of values: [0.0f, 1.0f]. The default value is 1.0f.

float SSDirtRadius#

Console: render_ssdirt_radius
The size of the SSDirt effect. SSDirt (see the SSDirt property) must be enabled.

Range of values: [0.0f, inf]. The default value is 1.0f.

float SSDirtIntensity#

Console: render_ssdirt_intensity
The intensity of the SSDirt effect.
  • By the minimum value of 0.0f, the effect is not visible.
  • Higher values make the effect more pronounced.
SSDirt (see the SSDirt property) must be enabled.

Range of values: [0.0f, inf]. The default value is 1.0f.

int SSDirtResolution#

Console: render_ssdirt_resolution
The resolution of the SSDirt effect. SSDirt (see the SSDirt property) must be enabled.
Notice
This parameter significantly affects performance, so choose it reasonably.
One of the following values:
  • Quarter - quarter resolution
  • Half - half resolution (by default)
  • Full - full resolution

int SSDirtQuality#

Console: render_ssdirt_quality
The quality for the SSDirt effect. SSDirt (see the SSDirt property) must be enabled. Quality implies the number of samples used for the Screen-Space Dirt effect:
  • Low — 4 samples
  • Medium — 8 samples
  • High — 16 samples
  • Ultra — 32 samples
Notice
This parameter significantly affects performance, so choose it reasonably.
One of the following values:
  • Low - low quality
  • Medium - medium quality
  • High - high quality (by default)
  • Ultra - ultra quality

bool SSDirt#

Console: render_ssdirt
The value indicating if the Screen-Space Dirt (SSDirt) effect is enabled.
The default value is true.

float SSBevelRadius#

Console: render_ssbevel_radius
The size of the Screen-Space Bevel effect. To use this option, rendering of SSBevel (see the SSBevel property) should be enabled.

Range of values: [0.0f, inf]. The default value is 0.01f.

bool SSBevelNoise#

Console: render_ssbevel_noise
The value indicating if the noise is enabled for smoothing bevels. It is recommended to use the noise with TAA (see the TAA property) 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). To use this option, rendering of SSBevel (see the SSBevel property) should be enabled.
The default value is true.

int SSBevelQuality#

Console: render_ssbevel_quality
The quality mode for the screen-space bevels.
One of the following values:
  • Low - low quality
  • Medium - medium quality (by default)
  • High - high quality
  • Ultra - ultra quality

int SSBevelVertexNormal#

Console: render_ssbevel_vertex_normal
The rendering mode of the screen-space bevels. The following modes are available:
  • Better Edges smoothes 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 smoothes only vertex normals. In this mode, only edges of the mesh geometry will be bevelled. The mode may produce visual artifacts on the edges. However, they can be reduced by increasing quality settings of anti-aliasing.
To use this option, rendering of SSBevel (see the SSBevel property) should be enabled.
One of the following values:
  • 0 - Better Edges (by default)
  • 1 - Better Normals

bool SSBevel#

Console: render_ssbevel
The value indicating if the Screen-Space Bevels (SSBevel effect) are enabled.
The default value is true.

bool ScreenPrecision#

Console: render_screen_precision
The value indicating the current screen precision. This parameter determines the texture format used for screen HDR buffers.
One of the following values:
  • 0 - RG11B10F
  • 1 - RGBA16F (by default)

bool ShadowsFilterNoise#

Console: render_shadows_filter_noise
The value indicating if noise for shadow filtering is enabled. This noise is used for smoothing.
The default value is true.

int ShadowsFilterMode#

Console: render_shadows_filter_mode
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. When disabled, no filtering is performed and the stair-step effect is clearly seen at the edges of shadows.
Notice
You can set filtering mode or disable filtering for each light source individually.
One of the following values:
  • 0 - Disabled
  • 1 - Low
  • 2 - Medium (by default)
  • 3 - High
  • 4 - Ultra

bool ShadowsPenumbraNoise#

Console: render_shadows_penumbra_noise
The value indicating if noise for penumbra rendering is enabled. This noise is used for smoothing.
The default value is true.

int ShadowsPenumbraMode#

Console: render_shadows_penumbra_mode
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. When disabled, shadow edges are crisp and sharp (no shadow softness at all).
Notice
You can set penumbra quality mode or disable penumbra rendering for each light source individually.
One of the following values:
  • 0 - Disabled
  • 1 - Low (by default)
  • 2 - Medium
  • 3 - High
  • 4 - Ultra

bool ShadowsScreenSpace#

Console: render_shadows_screen_space
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.
The default value is true.

bool ShadowsAlphaTest#

Console: render_shadows_alpha_test
The value indicating if alpha test is enabled for shadows.
The default value is true.

bool ShadowsWorldLerpCascades#

Console: render_shadows_world_lerp_cascades
The value indicating if linear interpolation of shadow cascades is enabled, making transitions between cascades smoother. This option significantly affects performance, as 2 shadow maps are rendered in transition areas.
The default value is true.

float ShadowsTranslucentDepth#

Console: render_shadows_translucent_depth
The global translucence depth value defining how deep the light goes through translucent objects shifting the shadow. The higher the value, the deeper the light penetrates translucent objects shifting the shadow.

Range of values: [0.0f, inf]. The default value is 0.1f.

bool Shadows#

Console: render_shadows
The value indicating whether shadows are rendered or not.
The default value is true.

bool LightsLensFlares#

Console: render_lights_lens_flares
The value indicating if rendering of per-light lens flares is enabled.
The default value is true.

int LightsForwardPerObjectVoxel#

Console: render_lights_forward_per_object_voxel
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 not recommended to use more than 4 Voxel Probes per object.

Range of values: [0, 128]. The default value is 4.

int LightsForwardPerObjectEnv#

Console: render_lights_forward_per_object_env
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 not recommended to use more than 4 Voxel Probes per object.

Range of values: [0, 128]. The default value is 4.

int LightsForwardPerObjectPlanar#

Console: render_lights_forward_per_object_planar
The maximum number of Planar Reflection Probes per object (available only for materials rendered in the forward rendering pass). You should set the nonzero value to increase performance: it is not recommended to use more than 4 Planar Reflection Probes per object.

Range of values: [0, 128]. The default value is 4.

int LightsForwardPerObjectProj#

Console: render_lights_forward_per_object_proj
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 not recommended to use more than 4 Projected lights per object.

Range of values: [0, 128]. The default value is 4.

int LightsForwardPerObjectOmni#

Console: render_lights_forward_per_object_omni
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 not recommended to use more than 4 Omni lights per object.

Range of values: [0, 128]. The default value is 4.

int LightsForwardPerObjectWorld#

Console: render_lights_forward_per_object_world
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 not recommended to use more than 4 World lights per object.

Range of values: [0, 128]. The default value is 4.

int LightsInterleavedSamples#

Console: render_lights_interleaved_samples
The interleaved rendering mode 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.
  • 1 x 2 — half of all pixels are rendered skipping each second line (1.0 * width x 0.5 * height)
  • 2 x 2 — quarter of all pixels are rendered skipping each second line and row (0.5 * width x 0.5 * height)
One of the following values:
  • 0 - 1 x 2 (by default)
  • 1 - 2 x 2

int LightsInterleavedColorClamping#

Console: render_lights_interleaved_color_clamping
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 the object's edges). When disabled, shadows and reflections have a lag as they are several frames behind.
One of the following values:
  • 0 - Disabled
  • 1 - Low (by default)
  • 2 - Medium
  • 3 - High
  • 4 - High + Velocity

bool LightsInterleavedCatmullResampling#

Console: render_lights_interleaved_catmull_resampling
The 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.
The default value is true.

bool LightsInterleaved#

Console: render_lights_interleaved
The 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).
The default value is true.

int LightsTileGridSize#

Console: render_lights_tile_grid_size
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 (see the LightsMaxPerBatch property) . The optimization works only for omni lights with point shape and without shadows.

Range of values: [1, 32]. The default value is 8.

int LightsMaxPerBatch#

Console: render_lights_max_per_batch
The maximum number of lights rendered by a tile (see the LightsTileGridSize property) 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.

0 disables batching optimization.


Range of values: [32, 1024]. The default value is 1024.

bool LightsEnabled#

Console: render_lights_enabled
The value indicating if rendering of lights is enabled.
The default value is true.

vec2 OccludersShadowsResolution#

Console: render_occluders_shadows_resolution
The resolution of the texture, to which occluders for shadows (see the OccludersShadows property) are rendered.

From 1x1 to 1024x1024 Default: 512x512

bool OccludersShadows#

Console: render_occluders_shadows
The value indicating whether rendering of occluders for shadows is enabled.
The default value is true.

vec2 OccludersResolution#

Console: render_occluders_resolution
The resolution of the texture, to which occluders (see the Occluders property) are rendered.

From 1x1 to 1024x1024 Default: 128x64

bool Occluders#

Console: render_occluders
The value indicating if rendering of occluders is enabled.
The default value is true.

int OcclusionQueriesNumFrames#

Console: render_occlusion_queries_num_frames
The number of frames for additional hardware occlusion query test performed before sending data to GPU. Make sure that the additional hardware occlusion query test (see the OcclusionQueries property) is enabled.

Range of values: [0, 1024]. The default value is 5.

bool OcclusionQueries#

Console: render_occlusion_queries
The value indicating if additional hardware occlusion query test before sending data to GPU is enabled. This test is performed for all objects with the Culled by occlusion query flag set.
The default value is true.

quat SkyRotation#

The sky rotation.

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.GetSkyIntensity().
Source code (C#)
// get a sky intensity for the preset that overlays the others
Render.GetEnvironmentSkyIntensity();
// get a sky intensity for the second environment preset
RenderEnvironmentPreset preset = Render.GetEnvironmentPreset(1);
preset.GetSkyIntensity();

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.getReflectionIntensity().
Source code (C#)
// get a reflection intensity for the preset that overlays the others
Render.GetEnvironmentReflectionIntensity();
// get a reflection intensity for the second environment preset
RenderEnvironmentPreset preset = Render.GetEnvironmentPreset(1);
preset.GetReflectionIntensity();

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.getAmbientIntensity().
Source code (C#)
// get an ambient intensity for the preset that overlays the others
Render.GetEnvironmentAmbientIntensity();
// get an ambient intensity for the second environment preset
RenderEnvironmentPreset preset = Render.GetEnvironmentPreset(1);
preset.GetAmbientIntensity();

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.getHazeDensity().
Source code (C#)
// get a haze density for the preset that overlays the others
Render.GetEnvironmentHazeDensity();
// get a haze density for the second environment preset
RenderEnvironmentPreset preset = Render.GetEnvironmentPreset(1);
preset.GetHazeDensity();

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.GetHazeMaxDistance().
Source code (C#)
// get a haze maximum visibility distance for the preset that overlays the others
Render.GetEnvironmentHazeMaxDistance();
// get a haze maximum visibility distance for the second environment preset
RenderEnvironmentPreset preset = Render.GetEnvironmentPreset(1);
preset.GetHazeMaxDistance();

vec4 EnvironmentHazeColor#

The haze color for the preset that overlays the other ones.
Notice
This function will return color only if the HAZE_SOLID mode is set via setEnvironmentHazeMode().
To get the haze color for the specific preset, use RenderEnvironmentPreset.getHazeColor().
Source code (C#)
// get a haze color for the preset that overlays the others
Render.GetEnvironmentHazeColor();
// get a haze color for the second environment preset
RenderEnvironmentPreset preset = Render.GetEnvironmentPreset(1);
preset.GetHazeColor();

int EnvironmentCubemapBlendMode#

Console: render_environment_cubemap_blend
The blending mode for the environment cubemap.
One of the following values:
  • 0 - alpha blend (by default)
  • 1 - additive blend
  • 2 - multiply
  • 3 - overlay

int EnvironmentHazeGradient#

Console: render_environment_haze_gradient
The environment haze gradient mode. By using this option, you can make the haze look more realistic for a specific distance range.
  • Short Distance Range — better suitable for near-surface haze
  • Long Distance Range — better suitable for hazy mountains
  • Physically Based — for physically based haze simulation
One of the following values:
  • 0 - Short Distance Range (by default)
  • 1 - Long Distance Range
  • 2 - Physically Based

int EnvironmentHazeMode#

Console: render_environment_haze
The mode for the haze effect.
  • If Disabled, no haze is applied.
  • The Solid mode uses the solid color from the Color parameter.
  • The Scattering mode uses the color from the sky LUTs is blended with the Color parameter. This value is recommended for better realism: objects will smoothly fade into the distance.
One of the following values:
  • 0 - haze disabled
  • 1 - haze colored the specific color
  • 2 - haze colored in accordance with the sky LUT (by default)

bool Environment#

Console: render_environment
The value indicating if rendering of environment of the scene is enabled.
The default value is true.

string ColorCorrectionLUTPath#

The name of a new color transformation texture (LUT).

vec4 ColorCorrectionWhite#

Console: color_correction_white
The white balance of the scene.

vec4_zero - default value (black)

float ColorCorrectionGamma#

Console: color_correction_gamma
The Gamma correction value for the scene.

Range of values: [0.5f, 1.5f]. The default value is 1.0f.

TextureCurve ColorCorrectionCurve#

The Color Correction curve texture of the scene. An instance of the TextureCurve class with 4 channels:

Palette ColorCorrectionSaturation#

Console: color_correction_saturation
The saturation adjustment values for the scene.List of palette colors: 0 - Red, 1 - Orange, 2 - Yellow, 3 - Chartreuse, 4 - Green, 5 - Spring green, 6 - Cyan, 7 - Azure, 8 - Blue, 9 - Violet, 10 - Magenta, 11 - Rose.

(1,1,1,1,1,1,1,1,1,1,1,1) - default value

Palette ColorCorrectionHueShift#

Console: color_correction_hue_shift
The hue adjustment values for the scene. List of palette colors: 0 - Red, 1 - Orange, 2 - Yellow, 3 - Chartreuse, 4 - Green, 5 - Spring green, 6 - Cyan, 7 - Azure, 8 - Blue, 9 - Violet, 10 - Magenta, 11 - Rose.

(0,0,0,0,0,0,0,0,0,0,0,0) - default value

float ColorCorrectionContrast#

Console: color_correction_contrast
The overall contrast value for the scene.

Range of values: [-1.0f, 1.0f]. The default value is 0.0f.

float ColorCorrectionBrightness#

Console: color_correction_brightness
The overall brightness value for the scene.

Range of values: [-1.0f, 1.0f]. The default value is 0.0f.

bool ColorCorrectionPreserveSaturation#

Console: color_correction_preserve_saturation
The value indicating if initial scene color saturation is to be preserved after applying color correction.
The default value is true.

vec4 FadeColor#

Console: render_fade_color
The 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.

vec4_zero - default value (white)

vec4 BackgroundColor#

Console: render_background_color
The background color vector. The Alpha channel of this color sets background transparency: lower alpha channel values produce darker background color. This parameter allows creating colored transparent background instead of rendering an environment cubemap. However, if the environment cubemap is rendered, the background color will always be rendered over the environment.

vec4_one - default value (white)

vec4 WireframeColor#

Console: render_wireframe_color
The color of the wireframe.

vec4_one - default value (white)

vec3 LensDispersion#

Console: render_lens_dispersion
The color displacement for red, green, and blue channels of the lens flares. Can be used to create light dispersion (chromatic aberrations). If a negative value is set for a channel, 0 will be used instead. To use this option, rendering of lens flares (see the Lens property) should be enabled.

vec3_one - default value

vec4 LensColor#

Console: render_lens_color
The color of HDR lens flares. To use this option, rendering of lens flares (see the Lens property) should be enabled.

vec4_one - default value (white)

float LensThreshold#

Console: render_lens_threshold
The value of the brightness threshold for areas to produce lens flares. The higher the threshold value, the brighter the area should be to produce flares. To use this option, rendering of lens flares (see the Lens property) should be enabled.

Range of values: [0.0f, 1.0f]. The default value is 0.5f.

float LensRadius#

Console: render_lens_radius
The radius of the spherical lens flares on the screen. 1.0f corresponds to a screen-wide radius (a lens flare is not visible). To use this option, rendering of lens flares (see the Lens property) should be enabled.

Range of values: [0.0f, 1.0f]. The default value is 0.5f.

float LensLength#

Console: render_lens_length
The length of the radial lens flare 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. To use this option, rendering of lens flares (see the Lens property) should be enabled.

Range of values: [0.0f, 1.0f]. The default value is 0.5f.

float LensScale#

Console: render_lens_scale
The multiplier for color (see the LensColor property) of HDR lens flares. To use this option, rendering of lens flares (see the Lens property) should be enabled.

Range of values: [0.0f, inf]. The default value is 1.0f.

bool Lens#

Console: render_lens
The value indicating if lens flares are enabled.
The default value is true.

float ShadowShaftsLength#

Console: render_shadow_shafts_length
The relative length of volumetric shadows in the screen space.
By the value of 0.0f shadows are not seen. By the value of 1.0f shadows are long enough to occupy the whole screen.
Rendering of shadow shafts must be enabled (see the ShadowShafts property) .

Range of values: [0.0f, 1.0f]. The default value is 0.5f.

float ShadowShaftsExposure#

Console: render_shadow_shafts_exposure
The contrast used for volumetric shadows.
By the value of 0.0f shadows are not seen.
Rendering of shadow shafts must be enabled (see the ShadowShafts property) .

Range of values: [0.0f, 1.0f]. The default value is 0.5f.

bool ShadowShafts#

Console: render_shadow_shafts
The value indicating if volumetric shadows are enabled.
The default value is true.

vec4 CrossColor#

Console: render_cross_color
The color of the cross flares. To use this option, rendering of cross flares (see the Cross property) should be enabled.

vec4_one - default value (white)

float CrossThreshold#

Console: render_cross_threshold
The brightness threshold for areas to produce flare. The higher the threshold value, the brighter the area should be to produce a flare. To use this option, rendering of cross flares (see the Cross property) should be enabled.

Range of values: [0.0f, inf]. The default value is 0.0f.

float CrossAngle#

Console: render_cross_angle
The cross flares orientation angle. To use this option, rendering of cross flares (see the Cross property) should be enabled.

Range of values: [-inf, inf]. The default value is 45.0f.

float CrossScale#

Console: render_cross_scale
The color multiplier.cross color scale — a multiplier for the color of cross flares. Higher values produce more pronounced flares. To use this option, rendering of cross flares (see the Cross property) should be enabled.

Range of values: [0.0f, inf]. The default value is 1.0f.

float CrossLength#

Console: render_cross_length
The length of a cross flare relative to the screen width. Increasing this value also leads to fading of the shafts across their length. To use this option, rendering of cross flares (see the Cross property) should be enabled.

Range of values: [0.0f, 2.0f]. The default value is 0.2f.

int CrossShafts#

Console: render_cross_shafts
The number of shafts in a cross flare. High number of flares can cause a FPS drop on low-performance hardware. To use this option, rendering of cross flares (see the Cross property) should be enabled.

Range of values: [2, 32]. The default value is 4.

bool Cross#

Console: render_cross
The value indicating if cross flares are enabled.
The default value is true.

float FilmicSaturationRecovery#

Console: render_filmic_saturation_recovery
The color saturation recovery value for the filmic tonemapper. Filmic tonemapper desaturates image colors in bright areas making them look grayish. This parameter enables you to recover initial color saturation in such areas. Higher values make colors more saturated:
  • 0.0f - standard filmic tonemapping, no saturation recovery is performed.
  • 1.0f - color saturation is recovered to the full extent.
Notice
When the 1.0f value is set specular highlights appear too saturated, so the recommended value is 0.75f (default)

Range of values: [0.0f, 1.0f]. The default value is 0.75f.

float FilmicWhiteLevel#

Console: render_filmic_white_level
The Linear White Point tonemapping parameter value, which is mapped as pure white in the resulting image.

Range of values: [0.0f, inf]. The default value is 1.0f.

float FilmicToeDenominator#

Console: render_filmic_toe_denominator
The Toe Denominator tonemapping parameter value.

Range of values: [0.0f, 1.0f]. The default value is 0.3f.

float FilmicToeNumerator#

Console: render_filmic_toe_numerator
The Toe Numerator tonemapping parameter value.

Range of values: [0.0f, 1.0f]. The default value is 0.01f.

float FilmicToeScale#

Console: render_filmic_toe_scale
The Toe Scale 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).

Range of values: [0.0f, 1.0f]. The default value is 0.2f.

float FilmicLinearAngle#

Console: render_filmic_linear_angle
The Linear Angle tone mapping parameter value. This parameter controls the slope of the linear part of the tone mapping curve.

Range of values: [0.0f, 1.0f]. The default value is 1.0f.

float FilmicLinearScale#

Console: render_filmic_linear_scale
The Linear Strength tone mapping parameter value that is used to change gray values. The Linear Scale controls the length of the tone mapping curve linear part.

Range of values: [0.0f, 1.0f]. The default value is 0.3f.

float FilmicShoulderScale#

Console: render_filmic_shoulder_scale
The Shoulder Strength tonemapping parameter value that is used to change bright values.

Range of values: [0.0f, 1.0f]. The default value is 0.2f.

float BloomPower#

Console: render_bloom_power
The power of the Bloom effect.
  • 0.0f (min) - the Bloom effect is blurred.
  • 1.0f (max) - the Bloom effect is more contrast.

Range of values: [0.0f, 1.0f]. The default value is 0.7f.

float BloomScale#

Console: render_bloom_scale
The scale of the Bloom effect.

Range of values: [0.0f, 1.0f]. The default value is 0.3f.

int BloomPasses#

Console: render_bloom_passes
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 form the final Bloom texture.
Notice
The higher the value, the smoother the effect is. However, this option significantly affects performance.

Range of values: [2, 8]. The default value is 6.

int BloomResolution#

Console: render_bloom_resolution
The resolution of the Bloom effect.
One of the following values:
  • 0 - quarter
  • 1 - half
  • 2 - full (by default)

bool Bloom#

Console: render_bloom
The value indicating if the Bloom effect is enabled.
The default value is true.

float DOFNearFocalOffset#

Console: render_dof_near_focal_offset
The offset from the focal to the nearest blurred zone. In other words, the distance when foreground (near) is in focus.

Range of values: [0.0f, inf]. The default value is 0.0f.

float DOFNearDistance#

Console: render_dof_near_distance
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.

Range of values: [0.0f, inf]. The default value is 10.0f.

float DOFFarFocalOffset#

Console: render_dof_far_focal_offset
The 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.

Range of values: [0.0f, inf]. The default value is 0.0f.

float DOFFarDistance#

Console: render_dof_far_distance
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.

Range of values: [0.0f, inf]. The default value is 10.0f.

float DOFBlur#

Console: render_dof_blur
The intensity of blur for the DOF (Depth Of Field) effect.

Range of values: [0.0f, inf]. The default value is 1.0f.

float DOFChromaticAberration#

Console: render_dof_chromatic_aberration
The intensity of chromatic aberration for the DOF (Depth Of Field) effect.

Range of values: [0.0f, inf]. The default value is 0.0f.

float DOFFocalDistance#

Console: render_dof_focal_distance
The focal distance of the camera, i.e. a point where objects are in-focus and visible clearly.

Range of values: [0.0f, inf]. The default value is 1.0f.

int DOFBokehMode#

Console: render_dof_bokeh_mode
The shape of the Bokeh for the DOF effect. This parameter determines the way the lens renders out-of-focus points of light.
Notice
For the DOF effect, the Bokeh effect is enabled by default.
One of the following values:
  • 0 - ring (by default)
  • 1 - circle

int DOFResolution#

Console: render_dof_resolution
The resolution of the DOF (Depth Of Field) effect.
One of the following values:
  • 0 - quarter
  • 1 - half
  • 2 - full (by default)

int DOFQuality#

Console: render_dof_quality
The quality of the DOF (Depth Of Field) effect.
One of the following values:
  • Low - low quality
  • Medium - medium quality (by default)
  • High - high quality
  • Ultra - ultra quality

bool DOFFocusImprovement#

Console: render_dof_focus_improvement
The 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.
The default value is true.

bool DOFIncreasedAccuracy#

Console: render_dof_increased_accuracy
The 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.
The default value is true.

bool DOF#

Console: render_dof
The value indicating if the DOF (Depth Of Field) effect is enabled.
The default value is true.

int MotionBlurNumSteps#

Console: render_motion_blur_num_steps
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. To use this option, rendering of the motion blur effect (see the MotionBlur property) should be enabled.

Range of values: [2, 64]. The default value is 8.

float MotionBlurNoiseIntensity#

Console: render_motion_blur_noise_intensity
The intensity of the noise used in the motion blur. To use this option, rendering of the motion blur effect (see the MotionBlur property) should be enabled.

Range of values: [0.0f, 1.0f]. The default value is 0.5f.

float MotionBlurMaxVelocity#

Console: render_motion_blur_max_velocity
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.
To use this option, rendering of the motion blur effect (see the MotionBlur property) should be enabled.

Range of values: [0.0f, inf]. The default value is 1.0f.

float MotionBlurVelocityScale#

Console: render_motion_blur_velocity_scale
The scale value of bodies' linear and angular velocities used for the motion blur. The higher the value, the more blurred the objects will appear when moving. To use this option, rendering of the motion blur effect (see the MotionBlur property) should be enabled.

Range of values: [0.0f, inf]. The default value is 1.0f.

bool MotionBlurCameraVelocity#

Console: render_motion_blur_camera_velocity
The value indicating if camera velocity contributes to the motion blur effect (false to take into account velocities of objects only). To use this option, rendering of the motion blur effect (see the MotionBlur property) should be enabled.
Notice
Disabled in VR mode by default.
The default value is true.

bool MotionBlurNeatSilhouettes#

Console: render_motion_blur_neat_silhouettes
The value indicating if neat silhouettes option for motion blur is enabled. This option keeps contours of objects in front of the camera unblurred. To use this option, rendering of the motion blur effect (see the MotionBlur property) should be enabled.
The default value is true.

bool MotionBlur#

Console: render_motion_blur
The value indicating if the motion blur effect is enabled.
The default value is true.

float WhiteBalanceAdaptationTime#

Console: render_white_balance_adaptation_time
The time period set for the camera to adjust white balance. During this time white balance correction is performed (0.0f - instant correction is to be used).
Notice
It 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 (see the ExposureAdaptation property) .

Range of values: [0.0f, inf]. The default value is 1.0f.

float WhiteBalanceIntensity#

Console: render_white_balance_intensity
The value of white balance correction intensity.
  • 0.0f - no white balance correction is performed.
  • higher values result in stronger correction.
Notice
Do 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.

Range of values: [0.0f, 1.0f]. The default value is 0.3f.

bool WhiteBalance#

Console: render_white_balance
The value indicating if automatic white balance correction is enabled.
The default value is true.

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 will be. The parameter can take on negative values.
Notice
If 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.

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 will be. The parameter can take on negative values.
Notice
If 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.

float ExposureAdaptation#

Console: render_exposure_adaptation
The time for the camera to adjust exposure, in seconds. 0.0f - means instant adaptation. If a too small or even negative value is provided, 1E-6 will be used instead.

Range of values: [0.0f, inf]. The default value is 1.0f.

float Exposure#

Console: render_exposure
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.
Available only when the Camera Mode (see the CameraMode property) is set to Classic.

Range of values: [0.0f, 4.0f]. The default value is 0.0f.

int ExposureMode#

Console: render_exposure_mode
The mode of the adaptive exposure effect.
  • Static — a static exposure. The amount of luminance is determined by the Exposure (see the Exposure property) depending on the Camera Mode (see the CameraMode property) parameter.
  • Logarithmic adaptive — adaptive logarithmic mapping technique.
  • Quadratic adaptive — adaptive quadratic mapping technique.
One of the following values:
  • 0 - static (by default)
  • 1 - logarithmic adaptive exposure
  • 2 - quadratic adaptive exposure

float FStop#

Console: render_f_stop
The f-stop value used for static exposure calculation. This setting is available for the physically-based camera (see the CameraMode property) and represents the ratio of the focal length (f) and the diameter of the lens opening (D): f / D. It is the reciprocal of the relative aperture. The higher the value, the darker the image is.

Range of values: [0, inf]. The default value is 11.

float ShutterSpeed#

Console: render_shutter_speed
The shutter speed used for static exposure calculation. This setting is available for the physically-based camera (see the CameraMode property) and indicates how long the sensor of the camera is actively collecting light. Higher values make the shutter speed faster and the image — darker.

Range of values: [0, inf]. The default value is 250.

float ISO#

Console: render_iso
The ISO value used for static exposure calculation. This value is available for the physically-based camera (see the CameraMode property) and represents the sensitivity of the camera sensor. The higher the ISO number, the more light is collected and the brighter the image is.

Range of values: [0, inf]. The default value is 100.

int CameraMode#

Console: render_camera_mode
The camera mode, which determines the way the exposure is set. Either of the following:
  • Physically-Based - the real-world values are used to set up lighting and camera exposure: ISO (see the ISO property) , shutter speed (see the ShutterSpeed property) , F-stop (see the FStop property) . With the default values of these parameters, the static exposure value is near 1.
    Notice
    For the physically-based mode, the exposure mode (see the ExposureMode property) should be set to Static to avoid exposure issues.
  • Classic - the exposure is set by the Exposure value (see the Exposure property) .
One of the following values:
  • 0 - classic (by default)
  • 1 - physically-based

string DirtTextureName#

The name of the 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.

float DirtScale#

Console: render_dirt_scale
The intensity of lens dirt effect modulating the pattern of lens flares defined by the Dirt Texture. For example, it can be used to create an effect of unclean optics when the camera looks at the sun.

Range of values: [0.0f, 1.0f]. The default value is 0.5f.

bool CameraEffectsTemporalFiltering#

Console: render_camera_effects_temporal_filtering
The value indicating if temporal filtering for camera effects 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.
The default value is true.

float CameraEffectsThreshold#

Console: render_camera_effects_threshold
The brightness threshold, which is used to detect if an object should be blurred in the HDR mode. By the minimum value of 0, the bright areas can become overexposed.

Range of values: [0.0f, inf]. The default value is 1.0f.

vec4 TranslucentColor#

Console: render_translucent_color
The color used for translucent objects globally. When light shines on one side of the object, the other side is partially illuminated with this color.

vec4(1.0f, 1.0f, 1.0f, 1.0f) - default value (white)

vec4 SSSSSColor#

Console: render_sssss_color
The 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. To use this option, SSSSS effect (see the SSSSS property) should be enabled.

vec4(1.0f, 0.0f, 0.0f, 1.0f) - default value

float SSSSSRadius#

Console: render_sssss_radius
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.

Range of values: [0.0f, inf]. The default value is 1.0f.

int SSSSSResolution#

Console: render_sssss_resolution
The resolution of the SSSSS (Screen-Space Subsurface Scattering) effect.
One of the following values:
  • Quarter - quarter resolution
  • Half - half resolution (by default)
  • Full - full resolution

int SSSSSQuality#

Console: render_sssss_quality
The quality of the SSSSS (Screen-Space Subsurface Scattering) effect.
One of the following values:
  • Low - low quality
  • Medium - medium quality (by default)
  • High - high quality
  • Ultra - ultra quality

bool SSSSS#

Console: render_sssss
The value indicating if the SSSSS (Screen-Space Subsurface Scattering) effect is enabled. This effect is used to imitate human skin, wax, etc.
The default value is true.

float SSRThresholdOcclusion#

Console: render_ssr_threshold_occlusion
The value that limits imitation of environment cubemap occlusion in areas where SSR (Screen-Space Reflections) cannot get information. Higher values make the effect less pronounced. 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.

Range of values: [0.0f, inf]. The default value is 1.0f.

float SSRThreshold#

Console: render_ssr_threshold
The threshold used for SSR (Screen-Space Reflections) calculation to limit imitation of reflections in areas where SSR cannot get information. Higher values make the effect less pronounced.

Range of values: [0.0f, inf]. The default value is 1.0f.

float SSRVisibilityRoughnessMax#

Console: render_ssr_visibility_roughness_max
The maximum roughness value, starting from which the SSR (Screen-Space Reflections) effect is not rendered. It allows reducing noise of reflections on rough materials.

Range of values: [0.0f, 1.0f]. The default value is 1.0f.

float SSRVisibilityRoughnessMin#

Console: render_ssr_visibility_roughness_min
The minimum roughness value, starting from which the SSR (Screen-Space Reflections) effect begins to fade out. It allows reducing noise of reflections on rough materials.

Range of values: [0.0f, 1.0f]. The default value is 1.0f.

float SSRNoiseStep#

Console: render_ssr_noise_step
The intensity of the step noise used for SSR (Screen-Space Reflections) calculation. It is used to reduce the banding effect of tracing. Higher values make the banding effect less pronounced.

Range of values: [0.0f, 1.0f]. The default value is 0.5f.

float SSRNoiseRay#

Console: render_ssr_noise_ray
The intensity of the ray noise used for SSR (Screen-Space Reflections) calculation. It is used to reduce the banding effect on rough reflections. Higher values make the banding effect less pronounced.

Range of values: [0.0f, 1.0f]. The default value is 0.5f.

float SSRStepSize#

Console: render_ssr_step_size
The size of the trace step used for SSR calculation. Higher values result in longer traces (however, tiny objects may become missing), lower values produce more detailed reflections of tiny objects.

Range of values: [0.0f, inf]. The default value is 0.5f.

int SSRNumSteps#

Console: render_ssr_num_steps
The number of SSR steps 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.

Range of values: [1, 64]. The default value is 16.

int SSRNumRays#

Console: render_ssr_num_rays
The number of SSR rays per pixel that are used to calculate rough refrections. Using more rays provides more precise SSR roughness calculation, however, it is more expensive.

Range of values: [1, 64]. The default value is 4.

int SSRResolutionColor#

Console: render_ssr_resolution_color
The resolution of the color buffer used for SSR (Screen Space Reflections) calculation. It significantly affects performance.
One of the following values:
  • Quarter - quarter resolution (by default)
  • Half - half resolution
  • Full - full resolution

int SSRResolutionDepth#

Console: render_ssr_resolution_depth
The resolution of the depth buffer used for SSR (Screen Space Reflections) calculation. It affects detailing of reflections of tiny objects.
Notice
To gain performance, this option can be set to lower values while enabling increased accuracy (see the SSRIncreasedAccuracy property) .
One of the following values:
  • Quarter - quarter resolution (by default)
  • Half - half resolution
  • Full - full resolution

int SSRResolution#

Console: render_ssr_resolution
The resolution of SSR (Screen Space Reflections).
One of the following values:
  • Quarter - quarter resolution
  • Half - half resolution (by default)
  • Full - full resolution

bool SSRDenoise#

Console: render_ssr_denoise
The value indicating if noise reduction for the SSR (Screen Space Reflections) effect is enabled.
Notice
Noise reduction is effective only for screen-space reflections on rough surfaces. Reflections on smooth surfaces (Roughness = 0) will not be affected.
The default value is true.

bool SSRIncreasedAccuracy#

Console: render_ssr_increased_accuracy
The 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 a resolution that is lower than Full, by increasing accuracy of the last step.
The default value is true.

bool SSRFastTracing#

Console: render_ssr_fast_tracing
The value indicating if fast tracing for the SSR (Screen Space Reflections) effect is enabled. 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.
The default value is true.

bool SSR#

Console: render_ssr
The value indicating if the SSR (Screen Space Reflections) effect is enabled.
The default value is true.

float BentNormalRayTracingThreshold#

Console: render_bent_normal_ray_tracing_threshold
The threshold value for the ray-traced bent normals calculation.
Notice
Ray-traced bent normals calculation is available only when the SSRTGI technique (see the SSRTGI property) is enabled.

Range of values: [0.0f, inf]. The default value is 1.0f.

bool BentNormalFixOverlitAreas#

Console: render_bent_normal_fix_overlit_areas
The 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 is available only when the SSRTGI technique (see the SSRTGI property) is enabled.
The default value is true.

bool BentNormalRayTracingDenoise#

Console: render_bent_normal_ray_tracing_denoise
The value indicating if noise reduction for ray-traced bent normals calculation is enabled. This option reduces noise by using blur effect.
Notice
Ray-traced bent normals calculation is available only when the SSRTGI technique (see the SSRTGI property) is enabled.
The default value is true.

bool BentNormalRayTracing#

Console: render_bent_normal_ray_tracing
The value indicating if ray-traced bent normals calculation is enabled. The use of SSRTGI for bent normals allows for smooth ambient lighting.
Notice
Ray-traced bent normals calculation available only when the SSRTGI technique (see the SSRTGI property) is enabled.
The default value is true.

float SSGIRadius#

Console: render_ssgi_radius
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.

Range of values: [0.0f, 1.0f]. The default value is 1.0f.

float SSGIThreshold#

Console: render_ssgi_threshold
The threshold value for the ray-traced SSGI (Screen Space Global Illumination).
Notice
Ray-traced SSGI calculation available only when the SSRTGI technique (see the SSRTGI property) is enabled.

Range of values: [0.0f, inf]. The default value is 1.0f.

float SSGIIntensity#

Console: render_ssgi_intensity
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.

Range of values: [0.0f, 1.0f]. The default value is 1.0f.

int SSGIResolutionColor#

Console: render_ssgi_resolution_color
The resolution of the color buffer used for SSGI (Screen Space Global Illumination) calculation. This option significantly affects performance.
One of the following values:
  • Quarter - quarter resolution
  • Half - half resolution (by default)

bool SSGIDenoise#

Console: render_ssgi_denoise
The value indicating if noise reduction for the ray-traced SSGI (Screen Space Global Illumination) is enabled. This option reduces noise by using blur effect. SSRTGI technique (see the SSRTGI property) must be enabled.
The default value is true.

bool SSGI#

Console: render_ssgi
The value indicating if the SSGI (Screen Space Global Illumination) effect is enabled.
The default value is true.

float SSAOThreshold#

Console: render_ssao_threshold
The threshold value for the SSAO (Screen Space Ambient Occlusion) effect. It limits SSAO in areas where information cannot be obtained. The higher the value, the less pronounced the effect is.

Range of values: [0.0f, 1.0f]. The default value is 0.5f.

float SSAOCavityRadius#

Console: render_ssao_cavity_radius
The size of junction contours area for the cavity option for the SSAO (Screen Space Ambient Occlusion) effect (see the SSAOCavity property) .

Range of values: [0.0f, inf]. The default value is 1.0f.

float SSAOCavityIntensity#

Console: render_ssao_cavity_intensity
The intensity of sharpening of contours for the cavity option (see the SSAOCavity property) .

Range of values: [0.0f, inf]. The default value is 1.0f.

float SSAORadius#

Console: render_ssao_radius
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.

Range of values: [0.0f, inf]. The default value is 1.0f.

float SSAORayTracingThreshold#

Console: render_ssao_ray_tracing_threshold
The threshold value for the ray-traced SSAO (Screen Space Ambient Occlusion). Ray-traced SSAO calculation is available only when the SSRTGI technique (see the SSRTGI property) is enabled.

Range of values: [0.0f, inf]. The default value is 1.0f.

float SSAOIntensityReflection#

Console: render_ssao_intensity_reflection
The intensity of SSAO (Screen Space Ambient Occlusion) on reflections.

Range of values: [0.0f, inf]. The default value is 1.0f.

float SSAOIntensityLightedSide#

Console: render_ssao_intensity_lighted_side
The intensity of the SSAO (Screen Space Ambient Occlusion) for the scene object's lighted side.

Range of values: [0.0f, inf]. The default value is 1.0f.

float SSAOIntensity#

Console: render_ssao_intensity
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.

Range of values: [0.0f, inf]. The default value is 1.0f.

int SSAOResolution#

Console: render_ssao_resolution
The resolution of SSAO (Screen Space Ambient Occlusion).
One of the following values:
  • Quarter - quarter resolution
  • Half - half resolution (by default)
  • Full - full resolution

int SSAOQuality#

Console: render_ssao_quality
The quality of SSAO (Screen Space Ambient Occlusion). Each quality uses the following number of samples:
  • Low — 4 samples
  • Medium — 8 samples
  • High — 16 samples
  • Ultra — 32 samples
One of the following values:
  • Low - low quality
  • Medium - medium quality (by default)
  • High - high quality
  • Ultra - ultra quality

bool SSAORayTracingDenoise#

Console: render_ssao_ray_tracing_denoise
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.
Notice
Ray-traced SSAO calculation is available only when the SSRTGI technique (see the SSRTGI property) is enabled.
The default value is true.

bool SSAORayTracing#

Console: render_ssao_ray_tracing
The value indicating if ray tracing is used for SSAO (Screen Space Ambient Occlusion) calculation. When enabled, SSAO provides more realistic shadows between the objects.
Notice
Ray-traced SSAO calculation available only when the SSRTGI technique (see the SSRTGI property) is enabled.
The default value is true.

bool SSAONoise#

Console: render_ssao_noise
The value indicating if noise for the SSAO (Screen Space Ambient Occlusion) effect is enabled. This option reduces banding effect.
Notice
It is recommended to use noise with TAA (see the TAA property) enabled.
The default value is true.

bool SSAOCavity#

Console: render_ssao_cavity
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).
Notice
When checking the parameter value via API, you'll get the corresponding setting stored in the active preset (default or custom one).
The default value is true.

bool SSAO#

Console: render_ssao
The value indicating if the SSAO (Screen Space Ambient Occlusion) effect is enabled.
The default value is true.

float SSRTGIStepSize#

Console: render_ssrtgi_step_size
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 SSRTGI property) .

Range of values: [0.0f, inf]. The default value is 1.0f.

float SSRTGINoiseStep#

Console: render_ssrtgi_noise_step
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. SSRTGI must be enabled (see the SSRTGI property) .

Range of values: [0.0f, 1.0f]. The default value is 0.5f.

float SSRTGINoiseRay#

Console: render_ssrtgi_noise_ray
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: higher values make the banding effect less pronounced. SSRTGI must be enabled (see the SSRTGI property) .

Range of values: [0.0f, 1.0f]. The default value is 0.5f.

int SSRTGINumSteps#

Console: render_ssrtgi_num_steps
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. SSRTGI must be enabled (see the SSRTGI property) .

Range of values: [1, 256]. The default value is 8.

int SSRTGINumRays#

Console: render_ssrtgi_num_rays
The number of rays of SSRTGI per pixel that are used to calculate the final image. Using more rays provides more precise SSRTGI calculation, however, it is more expensive. SSRTGI must be enabled (see the SSRTGI property) .

Range of values: [1, 1024]. The default value is 8.

int SSRTGIResolutionDepth#

Console: render_ssrtgi_resolution_depth
The resolution of the depth buffer used for SSRTGI (screen space ray-traced global illumination) calculation. This option significantly affects performance. To gain performance this option can be set to lower values while enabling the increased accuracy (see the SSRTGIIncreasedAccuracy property) . SSRTGI must be enabled (see the SSRTGI property) .
One of the following values:
  • Quarter - quarter resolution (by default)
  • Half - half resolution
  • Full - full resolution

int SSRTGIResolution#

Console: render_ssrtgi_resolution
The resolution of the SSRTGI (screen space ray-traced global illumination) effect. This option significantly affects performance. At low values, edges of objects become blurred. SSRTGI must be enabled (see the SSRTGI property) .
One of the following values:
  • Quarter - quarter resolution
  • Half - half resolution (by default)
  • Full - full resolution

bool SSRTGIUpscaling#

Console: render_ssrtgi_upscaling
The value indicating if upscaling is enabled 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. SSRTGI must be enabled (see the SSRTGI property) .
The default value is true.

bool SSRTGIIncreasedAccuracy#

Console: render_ssrtgi_increased_accuracy
The value indicating if increased accuracy is enabled for the SSRTGI (Screen Space Ray-Traced Global Illumination). This option reduces visual artifacts by increasing accuracy of the last step. SSRTGI must be enabled (see the SSRTGI property) .
The default value is true.

bool SSRTGIFastTracing#

Console: render_ssrtgi_fast_tracing
The value indicating if fast tracing is enabled 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. SSRTGI must be enabled (see the SSRTGI property) .
The default value is true.

bool SSRTGI#

Console: render_ssrtgi
The value indicating if the SSRTGI (screen space ray-traced global illumination) effect is enabled.
The default value is true.

bool ReflectionLods#

Console: render_reflection_lods
The value indicating if reduction of resolution of dynamic reflections when the camera moves away is enabled.
The default value is true.

bool ReflectionDynamic#

Console: render_reflection_dynamic
The value indicating if dynamic reflections for materials are enabled.
The default value is true.

bool TransparentBlur#

Console: render_transparent_blur
The value indicating if transparent blur is enabled for materials. This option makes it possible to render matte transparent materials like matte glass.
The default value is true.

vec3 RefractionDispersion#

Console: render_refraction_dispersion
The refraction displacement for red, green, and blue channels (according to the refraction texture of refractive materials). Can be used to create light dispersion (chromatic aberrations). To use this option, render_refraction (see the Refraction property) should be enabled.

vec3_one - default value

bool Refraction#

Console: render_refraction
The value indicating if refraction is enabled.
The default value is true.

bool Decals#

Console: render_decals
The value indicating if rendering of decals is enabled.
The default value is true.

bool Auxiliary#

Console: render_auxiliary
The value indicating if auxiliary render buffer is used. The buffer should be enabled for render and post post-processes to work.
The default value is true.

bool AlphaFade#

Console: render_alpha_fade
The 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.
The default value is true.

float SharpenIntensity#

Console: render_sharpen_intensity
The intensity of the sharpening effect.intensity of the sharpening effect. To use this option, sharpening post-processing effect should be enabled (see the Sharpen property) .

Range of values: [0.0f, inf]. The default value is 0.5f.

bool Sharpen#

Console: render_sharpen
The value indicating if the sharpening post-processing effect is enabled.
The default value is true.

float FXAAIntensity#

Console: render_fxaa_intensity
The intensity of FXAA. Intensity specifies the sample offset of FXAA fragment. The higher the value, the more blurred image will be.

Range of values: [0.0f, 1.0f]. The default value is 0.0f.

bool FXAA#

Console: render_fxaa
The value indicating if FXAA (post-process anti-aliasing) is enabled.
The default value is true.

int TAASamples#

Console: render_taa_samples
The number of the sample offsets performed during subpixel jittering. The parameter allows reducing image jittering and blurring. By the minimum value of 0 (1 sample offset), there will be no offsets, and, therefore, no anti-aliasing. TAA (see the TAA property) must be enabled.
One of the following values:
  • 0 - 1 sample offset, no anti-aliasing
  • 1 - 4 offsets (by default)
  • 2 - 8 offsets
  • 3 - 16 offsets

bool TAACatmullResampling#

Console: render_taa_catmull_resampling
The value indicating if Catmull-Rom resampling is enabled. This option enables you to reduce image blurring when the camera moves forward/backward. It is recommended to disable resampling fow low-quality presets.
The default value is true.

float TAAPixelOffset#

Console: render_taa_pixel_offset
The size of the sample offset performed during subpixel jittering. The offset can be less than a pixel: for example, if 0.5 is set, frames will shift to half a pixel.

Range of values: [0.0f, 1.0f]. The default value is 1.0f.

bool TAAFramesByVelocity#

Console: render_taa_frames_by_velocity
The value indicating if the TAA velocity clamping option is enabled. 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.
The default value is true.

float TAAMinFramesByVelocity#

Console: render_taa_min_frames_by_velocity
The minimum frame count of TAA (Temporal Anti-Aliasing). Specifies the minimum number of frames in the velocity buffer combined for fast moving pixels on the screen.

Range of values: [0.0f, inf]. The default value is 4.0f.

float TAAMaxFramesByVelocity#

Console: render_taa_max_frames_by_velocity
The maximum frame count of TAA (Temporal Anti-Aliasing). Specifies the maximum number of frames in the velocity buffer combined for pixels that don't move relative to the screen space.

Range of values: [0.0f, inf]. The default value is 60.0f.

float TAAFramesVelocityThreshold#

Console: render_taa_frames_velocity_threshold
The velocity threshold of TAA (Temporal Anti-Aliasing), at which pixels are treated as fast moving ones.This value specifies the intensity of velocity clamping. The following options must be enabled: TAA (see the TAA property) and TAA velocity clamping (see the TAAFramesByVelocity property) .

Range of values: [0.0f, inf]. The default value is 1.0f.

float TAAFrameCount#

Console: render_taa_frame_count
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. This value is used only when the Frames By Velocity option (see the TAAFramesByVelocity property) is disabled.

Range of values: [0.0f, inf]. The default value is 30.0f.

float TAAPreserveDetails#

Console: render_taa_preserve_details
The detail level of TAA (Temporal Anti-Aliasing). The higher the value, the more detailed the image is. Can produce additional flickering.

Range of values: [0.0f, inf]. The default value is 0.5f.

bool TAADiagonalNeighbors#

Console: render_taa_diagonal_neighbors
The 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.
The default value is true.

bool TAAFramesByColor#

Console: render_taa_frames_by_color
The value indicating if TAA color clamping option is enabled. This option clamps the color of the current and previous frame. The image becomes more sharp. TAA (see the TAA property) must be enabled.
The default value is true.

bool TAAAntialiasingInMotion#

Console: render_taa_antialiasing_in_motion
The value indicating if improved anti-aliasing in motion (for moving camera and objects) is enabled. TAA (see the TAA property) must be enabled.
The default value is true.

bool TAAFixFlicker#

Console: render_taa_fix_flicker
The 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 (see the TAA property) is enabled.
Notice
Enabling this option may increase performance costs.
The default value is true.

bool TAA#

Console: render_taa
The value indicating if TAA (Temporal Anti-Aliasing) is enabled.
The default value is true.

float Supersampling#

Console: render_supersampling
The number of samples per pixel used for supersampling.

Range of values: [1e-6f, 8.0f]. The default value is 1.0f.

vec4 StereoHiddenAreaExposureTransform#

Console: render_stereo_hidden_area_exposure_transform
The area to be used for exposure calculation, when culling of pixels that are not visible in VR mode (see the StereoHiddenArea property) is enabled. Correction of this area is used to avoid visual artefacts when clipped pixels affect exposure in visible areas. A four-component vector (X, Y, Z, W):
  • 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.
    Notice
    These components are ignored when the hidden area culling mode (see the StereoHiddenArea property) is set to 2
All components are specified within the [0.0f, 1.0f] range.

(0.6f, 0.6f, 0.0f, 0.0f) - default value

vec4 StereoHiddenAreaTransform#

Console: render_stereo_hidden_area_transform
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. A 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 enabled:
  • 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.
    Notice
    These components are ignored whenthe hidden area culling mode (see the StereoHiddenArea property) is set to 2
All components are specified within the [0.0f, 1.0f] range

(1.0f, 1.0f, 0.0f, 0.0f) - default value

int StereoHiddenArea#

Console: render_stereo_hidden_area
The 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.
    Notice
    Culling 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 StereoHiddenAreaTransform property) .
This parameter is used for performance optimization.
One of the following values:
  • 0 - disabled (by default)
  • 1 - OpenVR-based culling mode
  • 2 - Custom culling mode

float StereoOffset#

The virtual camera offset (an offset after the perspective projection).

float StereoRadius#

The radius for stereo (the half of the separation distance between the cameras).

float StereoDistance#

The focal distance for stereo rendering (distance in the world space to the point where two views line up).

int VREmulation#

Console: render_vr_emulation
The value indicating the current VR emulation mode.
One of the following values:
  • 0 - Disabled (by default)
  • 1 - HTC Vive
  • 2 - HTC Vive Pro
  • 3 - Oculus Rift

float AnimationOldTime#

The previous render animation time for vegetation.

float AnimationTime#

The render animation time for vegetation.

vec3 AnimationWind#

Console: render_animation_wind
The direction of wind for all vegetation (grass and trees). It is a multiplier for the stem offset (in grass, stem and leaves materials).

(0.0f, 0.0f, 0.0f) - default value

float AnimationScale#

Console: render_animation_scale
The global scale for rotation speed of vegetation leaves.

Range of values: [0.0f, inf]. The default value is 1.0f.

float AnimationLeaf#

Console: render_animation_leaf
The global scale for rotation angle of vegetation leaves.

Range of values: [0.0f, inf]. The default value is 1.0f.

float AnimationStem#

Console: render_animation_stem
The global scale for movement amplitude of vegetation stems.

Range of values: [0.0f, inf]. The default value is 1.0f.

float ShadowDistance#

Console: render_shadow_distance
The distance from the camera, beyond which shadows will not be rendered.
Notice
If this value is greater than the visibility distance for objects the shadows will still be rendered even though the objects themselves are not. Please, pay attention to setting these parameters properly to avoid wasting performance on rendering unnecessary shadows.

Range of values: [0.0f, inf]. The default value is 100.0f.

float ShadowDistanceScale#

Console: render_shadow_distance_scale
The global scale multiplier for shadow distances. This option enables you to easily increase or decrease shadows rendering performance by changing the scale.
Notice
If this value is greater than the scale multiplier for objects (see the DistanceScale property) , the shadows will still be rendered even though the objects themselves are not. Please, make sure you set these parameters properly to avoid wasting performance on rendering unnecessary shadows.

Range of values: [0.0f, inf]. The default value is 1.0f.

float ReflectionDistance#

Console: render_reflection_distance
The distance starting from which (and farther) reflections will not be rendered.

Range of values: [0.0f, inf]. The default value is inf.

float ObjectDistance#

Console: render_object_distance
The distance at which (and farther) objects will not be rendered.
Notice
If this value is less than the scale multiplier for shadows (see the ShadowDistanceScale property) , the shadows will still be rendered even though the objects themselves are not. Please, make sure you set these parameters properly to avoid wasting performance on rendering unnecessary shadows.

Range of values: [0.0f, inf]. The default value is inf.

float DecalDistance#

Console: render_decal_distance
The distance at which (and farther) decals will not be rendered. The distance is measured from the camera to the decal's bound. If the value is greater than the World Distance value, the latter is used instead.

Range of values: [0.0f, inf]. The default value is inf.

float LightDistance#

Console: render_light_distance
The distance at which (and farther) dynamic lights will not be rendered. The distance is measured from the camera to the light's bound. If the value is greater than the World Distance value, the latter is used instead.

Range of values: [0.0f, inf]. The default value is inf.

float FieldDistance#

Console: render_field_distance
The distance at which (and farther) field nodes will not be rendered. The distance is measured from the camera to the field's bound. If the value is greater than the World Distance value, the latter is used instead.

Range of values: [0.0f, inf]. The default value is inf.

float DistanceScale#

Console: render_distance_scale
The global distance multiplier for all distance parameters, such as the world rendering distance, decal distance, field distance, light distance, object distance, reflection distance, LODs, and surface visibility distances. This value enables you to easily increase or decrease rendering performance by changing the world extent.

Range of values: [0.0f, inf]. The default value is 1.0f.

bool ShadersPreload#

Console: render_shaders_preload
The value indicating if all shaders that are used in the loaded world are compiled and loaded to RAM every time the world is loaded.
Notice
Pre-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.
The default value is true.

int StreamingMeshesMemoryLimit#

Console: render_streaming_meshes_memory_limit
The cache memory limit used for mesh streaming. The limit is applied if the corresponding option (see the StreamingUseMemoryLimit property) is enabled.

Range of values: [0, 100]. The default value is 15.

int StreamingTexturesCacheResolution#

Console: render_streaming_textures_cache_resolution
The resolution for texture cache elements. These minimized copies of textures are used instead of the originals while the latter are loaded.
One of the following values:
  • 0 - 8x8
  • 1 - 16x16 (by default)
  • 2 - 32x32
  • 3 - 64x64
  • 4 - 128x128
  • 5 - 256x256
  • 6 - 512x512

int StreamingTexturesMemoryLimit#

Console: render_streaming_textures_memory_limit
The cache memory limit used for texture streaming. The limit is applied if the corresponding option (see the StreamingUseMemoryLimit property) is enabled.

Range of values: [0, 100]. The default value is 65.

int StreamingParticlesMemoryLimit#

Console: render_streaming_particles_memory_limit
The cache memory limit for vertices of particle systems, in percentage of the total GPU memory. The limit is applied if the corresponding option (see the StreamingUseMemoryLimit property) is enabled.
Notice
Setting a too low limit for a huge number of particle systems in the scene may lead to rendering only some of them.

Range of values: [0, 100]. The default value is 3.

int StreamingDestroyDuration#

Console: render_streaming_destroy_duration
The resource cleanup interval, in number of frames.

Range of values: [1, 300]. The default value is 30.

int StreamingMaxThreads#

Console: render_streaming_max_threads
The maximum number of threads used for streaming. Higher number of threads results in faster streaming, but may cause spikes in case of excessive consumption of GPU resources.

Range of values: [1, 256]. The default value is 1.

bool StreamingUseMemoryLimit#

Console: render_streaming_use_memory_limit
The value indicating if memory limitation for asynchronous resource loading (streaming of meshes and textures) is enabled. If enabled, applies the memory limits set for meshes (see the StreamingMeshesMemoryLimit property) , textures (see the StreamingTexturesMemoryLimit property) , and particles (see the StreamingParticlesMemoryLimit property) .
The default value is true.

int StreamingMode#

Console: render_streaming_mode
The streaming mode to be used for textures and meshes. The Forced mode implies force-loading of all meshes and/or textures required for each frame at once and can be used for grabbing frame sequences, rendering node previews, warmup, etc.
One of the following values:
  • 0 - Asynchronous (by default)
  • 1 - Forced

int TexturesAnisotropy#

Console: render_textures_anisotropy
The anisotropy level for textures (degree of anisotropic filtering).
One of the following values:
  • 0 - level 1
  • 1 - level 2
  • 2 - level 4
  • 3 - level 8 (by default)
  • 4 - level 16

int TexturesFilter#

Console: render_textures_filter
The texture filtering mode.
One of the following values:
  • 0 - Bilinear
  • 1 - Trilinear (by default)

int TexturesMinResolution#

Console: render_textures_min_resolution
The minimum resolution of all textures. The Engine doesn't compress existing textures: it uses specified mip maps of *.dds textures.
One of the following values:
  • 0 - 128x128 (by default)
  • 1 - 256x256
  • 2 - 512x512
  • 3 - 1024x1024
  • 4 - 2048x2048
  • 5 - 4096x4096
  • 6 - 8192x8192
  • 7 - 16384x16384

int TexturesMaxResolution#

Console: render_textures_max_resolution
The maximum resolution of all textures. the engine doesn't compress existing textures: it uses specified mipmaps of *.dds textures.
One of the following values:
  • 0 - 128x128
  • 1 - 256x256
  • 2 - 512x512
  • 3 - 1024x1024
  • 4 - 2048x2048
  • 5 - 4096x4096
  • 6 - 8192x8192 (by default)
  • 7 - 16384x16384

int TexturesQuality#

Console: render_textures_quality
The resolution of textures.
One of the following values:
  • Low - low quality
  • Medium - medium quality
  • High - high quality (by default)

int Latency#

Console: render_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).
Notice
Values 1-3 are available for DirectX only.
One of the following values:
  • 0 - sequential rendering CPU-GPU-CPU-GPU...
  • 1 - 1 buffer (by default)
  • 2 - 2 buffers
  • 3 - 3 buffers

UGUID DeferredMaterialGUID#

The material 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.

bool Debug#

Console: render_debug
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. For example, you can render only SSR, or only cubemaps and so on.
The default value is true.

bool GbufferLightmap#

Console: render_gbuffer_lightmap
The value indicating if lightmap data is stored in the gbuffer.
The default value is true.

bool DepthPrePass#

Console: render_depth_pre_pass
The 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.
Notice
This 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.
The default value is true.

vec2 VirtualResolution#

Console: render_virtual_resolution
The virtual screen resolution. This option can be used to render video with high resolution (e.g. 8K) regardless of monitor's resolution.

-1; -1 - default value

float MaxFPS#

Console: render_max_fps
The maximum FPS value, to which rendering FPS is to be clamped.
0 - disables FPS clamping. Both VSync, and Max FPS are actually about an additional idle period at the end of the frame. In case of VSync the Engine shall wait for the monitor to draw the whole image, while Max FPS enables you to specify any value for the delay (even a fractional, like 24.5). This clamping limit can be used for both debugging purposes and in the final build as well enabling you to smooth an unstable "jigsaw" framerate. For example, in case FPS jumps between 45 and 90, setting Max FPS to 45 may significantly improve your application's response visually.

Range of values: [0.0f, inf]. The default value is 0.0f.

vec2 Border#

Console: render_border
The 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.
Notice
Increasing the width of the border may increase performance costs.

(0, 0) - default value

float Budget#

Console: render_budget
The render budget value, in seconds, which limits the number of loaded/created graphics resources during a frame according to loading/creation time.

Range of values: [0.0f, inf]. The default value is 1/60.

UGUID CompositeMaterialGUID#

The GUID of a custom composite material that specifies a custom shader used for the final composition of the full-screen image instead of the default one.

int NumScriptableMaterials#

The total number of scriptable materials applied globally.

Viewport Viewport#

The main application window viewport.

Render.VIEWPORT_MODE ViewportMode#

Console: render_viewport_mode
The viewport rendering mode. The following modes are available:
  • Default — default rendering mode.
  • Curved Panorama 180 — 180-degree panorama with curved edges.
  • Curved Panorama 360 — 360-degree panorama with curved edges.
  • Linear Panorama 180 — 180-degree linear panorama without distortion at the edges.
  • Linear Panorama 360 — 360-degree linear panorama without distortion at the edges.
  • Panorama Fisheye Orthographic — orthographic spherical panorama (fisheye) with an adjustable Field of View.
  • Panorama Fisheye Equidistant — equidistant (tru-theta or f-theta) spherical panorama (fisheye) with an adjustable Field of View.
  • Panorama Fisheye Stereographic — stereographic spherical panorama (fisheye) with an adjustable Field of View.
  • Panorama Fisheye Equisolid — equisolid (equal-area) spherical panorama (fisheye) with an adjustable Field of View.
  • Anaglyph — stereo mode that is viewed with red-cyan anaglyph glasses.
  • Interlaced — stereo mode that is used with interlaced stereo monitors and polarized 3D glasses.
  • Horizontal — horizontal stereo mode.
  • Vertical — vertical stereo mode.
Notice
If the panoramic rendering is enabled, underwater shafts and water line effects will be disabled.
One of the following values:
  • 0 - Default (by default)
  • 1 - Curved Panorama 180
  • 2 - Curved Panorama 360
  • 3 - Linear Panorama 180
  • 4 - Linear Panorama 360
  • 5 - Panorama Fisheye Orthographic
  • 6 - Panorama Fisheye Equidistant
  • 7 - Panorama Fisheye Stereographic
  • 8 - Panorama Fisheye Equisolid
  • 9 - Anaglyph
  • 10 - Interlaced
  • 11 - Horizontal
  • 12 - Vertical

string ShaderDefines#

Console: render_defines
The Macros list related to the renderer (defines to make corresponding resources available in shaders).

int ClearBufferMask#

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 FirstFrame#

The value indicating if the first frame is enabled over the current frame.

string Data#

The 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>

int MaxFieldShorelines#

The maximum limit of FieldShoreline nodes allowed to be used in shaders.
Notice
Higher values will affect shader compilation time and performance

int MaxFieldHeights#

The maximum limit of FieldHeight nodes allowed to be used in shaders.
Notice
Higher values will affect shader compilation time and performance

int MaxFieldAnimations#

The maximum limit of FieldAnimation nodes allowed to be used in shaders.
Notice
Higher values will affect shader compilation time and performance

int MaxFieldSpacers#

The maximum limit of FieldSpacer nodes allowed to be used in shaders.
Notice
Higher values will affect shader compilation time and performance

int NumInstances#

The maximum number of instances that can be rendered for each of the following node types:
Notice
Returned value depends on the graphics API used.

bool IsFlipped#

The value indicating render orientation.
Source code (C#)
Texture texture;
Texture texture_2;
float uv_x, uv_y;
//...
float flip_sign = (Render.IsFlipped() == 1 ? -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#

Console: gpu_memory
The amount of memory provided by the current GPU.

int GPUName#

The name of the current GPU.

int API#

The Graphics API, or API_UNKNOWN if API cannot be identified.

Render.CORRECT_ROUGHNESS EnvironmentCorrectRoughness#

Console: render_environment_correct_roughness
The correction mode for environment reflections on rough surfaces. Correction modes differ in the number of rays used to create a reflection on a rough surface.
One of the following values:
  • 0 - Off (by default)
  • 1 - Low
  • 2 - Medium
  • 3 - High
  • 4 - Ultra

int SSSSSTAASamples#

Console: render_sssss_taa_samples
The value of TAA parameter for Screen-Space Subsurface Scattering that is similar to TAA Samples (see the TAASamples property) .
One of the following values:
  • 0 - 1 sample offset, no anti-aliasing
  • 1 - 4 offsets (by default)
  • 2 - 8 offsets
  • 3 - 16 offsets

bool SSSSSTAACatmullResampling#

Console: render_sssss_taa_catmull_resampling
The value of TAA parameter for Screen-Space Subsurface Scattering that is similar to TAA Catmull Resampling (see the TAACatmullResampling property) .
The default value is true.

float SSSSSTAAMinFramesByVelocity#

Console: render_sssss_taa_min_frames_by_velocity
The value of TAA parameter for Screen-Space Subsurface Scattering that is similar to TAA Min Frames By Velocity (see the TAAMinFramesByVelocity property) .

Range of values: [0.0f, inf]. The default value is 4.0f.

float SSSSSTAAMaxFramesByVelocity#

Console: render_sssss_taa_max_frames_by_velocity
The value of TAA parameter for Screen-Space Subsurface Scattering that is similar to TAA Max Frames By Velocity (see the TAAMaxFramesByVelocity property) .

Range of values: [0.0f, inf]. The default value is 60.0f.

float SSSSSTAAFramesVelocityThreshold#

Console: render_sssss_taa_frames_velocity_threshold
The value of TAA parameter for Screen-Space Subsurface Scattering that is similar to TAA Frames Velocity Threshold (see the TAAFramesVelocityThreshold property) .

Range of values: [0.0f, inf]. The default value is 1.0f.

float SSSSSTAAFrameCount#

Console: render_sssss_taa_frame_count
The value of TAA parameter for Screen-Space Subsurface Scattering that is similar to TAA Frame Count (see the TAAFrameCount property) .

Range of values: [0.0f, inf]. The default value is 30.0f.

float SSSSSTAAPixelOffset#

Console: render_sssss_taa_pixel_offset
The value of TAA parameter for Screen-Space Subsurface Scattering that is similar to TAA Pixel Offset (see the TAAPixelOffset property) .

Range of values: [0.0f, 1.0f]. The default value is 1.0f.

float SSSSSTAAPreserveDetails#

Console: render_sssss_taa_preserve_details
The value of TAA parameter for Screen-Space Subsurface Scattering that is similar to TAA Preserve Details (see the TAAPreserveDetails property) .

Range of values: [0.0f, inf]. The default value is 0.5f.

bool SSSSSTAAFramesByVelocity#

Console: render_sssss_taa_frames_by_velocity
The value of TAA parameter for Screen-Space Subsurface Scattering that is similar to TAA Frames By Velocity (see the TAAFramesByVelocity property) .
The default value is true.

bool SSSSSTAAFramesByColor#

Console: render_sssss_taa_frames_by_color
The value of TAA parameter for Screen-Space Subsurface Scattering that is similar to TAA Frames By Color (see the TAAFramesByColor property) .
The default value is true.

bool SSSSSTAAAntialiasingInMotion#

Console: render_sssss_taa_antialiasing_in_motion
The value of TAA parameter for Screen-Space Subsurface Scattering that is similar to TAA Antialiasing In Motion (see the TAAAntialiasingInMotion property) .
The default value is true.

bool SSSSSTAAFixFlicker#

Console: render_sssss_taa_fix_flicker
The value of TAA parameter for Screen-Space Subsurface Scattering that is similar to TAA Fix Flicker (see the TAAFixFlicker property) .
The default value is true.

int SSSSSInterleavedSamples#

Console: render_sssss_interleaved_samples
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. The following options are available:
  • 1 x 2 (1.0 * width x 0.5 * height) — a half of all pixels is rendered, skipping each second line
  • 2 x 2 (0.5 * width x 0.5 * height) — a quarter of all pixels is rendered, skipping each second line and row
One of the following values:
  • 0 - 1 x 2 (by default)
  • 1 - 2 x 2

int SSSSSInterleavedColorClamping#

Console: render_sssss_interleaved_color_clamping
The color clamping mode used to reduce ghosting effect. Higher values increase clamping intensity, but may cause flickering (to reduce flickering you can choose High + Velocity). When disabled, translucency has a lag as it is several frames behind.
One of the following values:
  • 0 - Disabled
  • 1 - Low (by default)
  • 2 - Medium
  • 3 - High
  • 4 - High + Velocity

bool SSSSSInterleaved#

Console: render_sssss_interleaved
The value indicating if the interleaved rendering mode for SSSSS (Screen-Space Subsurface Scattering) is enabled. This option enables rendering of the effect in only half or quarter of all pixels with subsequent reconstruction of neighboring pixels using the data from previous frames, significantly improving performance.

The effect is cumulative and works best with Temporal Filter, which reduces ghosting and noise artifacts.

The default value is true.

float SSSSSNoiseRay#

Console: render_sssss_noise_ray
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. To use this option, the SSSSS effect (see the SSSSS property) should be enabled.

Range of values: [0.0f, 1.0f]. The default value is 0.5f.

float SSSSSNoiseStep#

Console: render_sssss_noise_step
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. To use this option, the SSSSS effect (see the SSSSS property) should be enabled.

Range of values: [0.0f, 1.0f]. The default value is 0.5f.

float SSSSSMaxThreshold#

Console: render_sssss_max_threshold
The threshold of SSSSS (Screen-Space Subsurface Scattering) for the material's Translucent parameter equal to 1 (maximum translucency). To use this option, the SSSSS effect (see the SSSSS property) should be enabled.

Range of values: [0.0f, inf]. The default value is 10.0f.

float SSSSSMinThreshold#

Console: render_sssss_min_threshold
The threshold of SSSSS (Screen-Space Subsurface Scattering) for the material's Translucent parameter equal to 0 (minimum translucency). To use this option, the SSSSS effect (see the SSSSS property) should be enabled.

Range of values: [0.0f, inf]. The default value is 4.0f.

bool SSSSSAmbient#

Console: render_sssss_ambient
The value indicating if the SSSSS (Screen-Space Subsurface Scattering) calculation for ambient lighting (environment) is enabled. If this option is not required, disable it to save performance. To use this option, the SSSSS effect (see the SSSSS property) should be enabled.
The default value is true.

bool SSSSSDiffuse#

Console: render_sssss_diffuse
The value indicating if the SSSSS (Screen-Space Subsurface Scattering) calculation for diffuse lighting (directional lights) is enabled. If this option is not required, disable it to save performance. To use this option, the SSSSS effect (see the SSSSS property) should be enabled.
The default value is true.

float SSRColorClampingVelocityThreshold#

Console: render_ssr_color_clamping_velocity_threshold
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 (see the SSRColorClampingIntensity property) values: it automatically increases clamping intensity for higher velocities, and disables clamping for low velocity values.

Range of values: [0.0f, inf]. The default value is 0.0f.

float SSRColorClampingIntensity#

Console: render_ssr_color_clamping_intensity
The intensity of TAA color clamping at zero pixel velocity for the SSR (Screen-Space Reflections) effect. 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 (see the SSRColorClampingVelocityThreshold property) , while higher values reduce ghosting effect, but increase flickering.

Range of values: [0.0f, 1.0f]. The default value is 0.0f.

int SSRDenoiseRadius#

Console: render_ssr_denoise_radius
The radius of the area to be affected by noise reduction for the SSR (Screen-Space Reflections) effect.

Range of values: [1, 3]. The default value is 1.

float SSRDenoiseThreshold#

Console: render_ssr_denoise_threshold
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.
Notice
Setting too high values result in blurring the whole image.

Range of values: [0.0f, 1.0f]. The default value is 0.1f.

float SSRDenoiseGaussianSigma#

Console: render_ssr_denoise_gaussian_sigma
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.

Range of values: [0.0f, 100.0f]. The default value is 10.0f.

float SSRDenoiseIntensity#

Console: render_ssr_denoise_intensity
The noise reduction intensity for the SSR (Screen-Space Reflections) effect. Higher values provide a less noisy, but more blurred result.

Range of values: [0.0f, 1.0f]. The default value is 0.2f.

int SSRDenoiseQuality#

Console: render_ssr_denoise_quality
The noise reduction quality level for the SSR (Screen-Space Reflections) effect defining the number of samples used. Higher values provide better reduction, but for a performance cost (choosing Medium is enough in most cases).
One of the following values:
  • Low - low quality
  • Medium - medium quality (by default)
  • High - high quality
  • Ultra - ultra quality

int BentNormalDenoiseQuality#

Console: render_bent_normal_denoise_quality
The noise reduction quality level for Bent Normals calculation defining the number of samples used. Higher values provide better reduction, but for a performance cost (choosing Medium is enough in most cases).
One of the following values:
  • Low - low quality
  • Medium - medium quality (by default)
  • High - high quality
  • Ultra - ultra quality

float SSGIColorClampingVelocityThreshold#

Console: render_ssgi_color_clamping_velocity_threshold
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 (see the SSGIColorClampingIntensity property) values: it automatically increases clamping intensity for higher velocities, and disables clamping for low velocity values.

Range of values: [0.0f, inf]. The default value is 0.0f.

float SSGIColorClampingIntensity#

Console: render_ssgi_color_clamping_intensity
The intensity of TAA color clamping at zero pixel velocity for the SSGI (Screen Space Global Illumination) effect. 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 (see the SSGIColorClampingVelocityThreshold property) , while higher values reduce ghosting effect, but increase flickering.

Range of values: [0.0f, 1.0f]. The default value is 1.0f.

int SSGIDenoiseRadius#

Console: render_ssgi_denoise_radius
The radius of the area to be affected by noise reduction for the SSGI (Screen Space Global Illumination) effect.

Range of values: [1, 3]. The default value is 1.

float SSGIDenoiseThreshold#

Console: render_ssgi_denoise_threshold
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.
Notice
Setting too high values result in blurring the whole image.

Range of values: [0.0f, 1.0f]. The default value is 0.1f.

float SSGIDenoiseGaussianSigma#

Console: render_ssgi_denoise_gaussian_sigma
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.

Range of values: [0.0f, 100.0f]. The default value is 10.0f.

float SSGIDenoiseIntensity#

Console: render_ssgi_denoise_intensity
The noise reduction intensity for the SSGI (Screen Space Global Illumination) effect. Higher values provide a less noisy, but more blurred result.

Range of values: [0.0f, 1.0f]. The default value is 0.2f.

int SSGIDenoiseQuality#

Console: render_ssgi_denoise_quality
The noise reduction quality level for the SSGI (Screen-Space Global Illumination) effect defining the number of samples used. Higher values provide better reduction, but for a performance cost (choosing Medium is enough in most cases).
One of the following values:
  • Low - low quality
  • Medium - medium quality (by default)
  • High - high quality
  • Ultra - ultra quality

int SSAODenoiseQuality#

Console: render_ssao_denoise_quality
The noise reduction quality level for the SSAO (Screen-Space Ambient Occlusion) effect defining the number of samples used. Higher values provide better reduction, but for a performance cost (choosing Medium is enough in most cases).
One of the following values:
  • Low - low quality
  • Medium - medium quality (by default)
  • High - high quality
  • Ultra - ultra quality

bool ShowLandscapeTerrainVTStreaming#

Console: render_show_landscape_terrain_vt_streaming
The value indicating if visualization is enabled for streaming of tiles of the Landscape Terrain megatexture. In this mode colored areas show the tiles that are currently being rendered in a lower resolution until the highest MIP-level is loaded. This method can be used for visual adjustment of the streaming process.

int ShowLandscapeMask#

Console: render_show_landscape_mask
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.

bool ShowLandscapeAlbedo#

Console: render_show_landscape_albedo
The value indicating if visualization of albedo data of the Landscape Terrain is enabled.

int LandscapeCacheGPULifeTime#

Console: render_landscape_cache_gpu_life_time
The lifetime of GPU cache used for Landscape Terrain rendering, in frames.

Range of values: [1, 60]. The default value is 4.

int LandscapeCacheGPUSize#

Console: render_landscape_cache_gpu_size
The GPU cache size to be used for landscape terrain rendering, in percentage of the total GPU memory. GPU cache is used to accumulate tiles, that are visible to the camera, before streaming them to the megatexture.
Notice
High-resolution maps require larger cache capacity.

Range of values: [1, 100]. The default value is 4.

int LandscapeCacheCPUSize#

Console: render_landscape_cache_cpu_size
The CPU cache size to be used for landscape terrain rendering, in percentage of the total memory. CPU cache size affects intersections, physics, streaming, etc. The size of CPU cache depends on the scene.

Range of values: [1, 100]. The default value is 10.

float LandscapeTerrainCullingObliqueFrustum#

Console: render_landscape_terrain_culling_oblique_frustum
The multiplier for culling of tessellation patches of the Landscape Terrain beyond the oblique frustum plane. Higher values result in more patches culled.

Range of values: [0.0f, 1.0f]. The default value is 0.9f.

float LandscapeTerrainCullingBackFace#

Console: render_landscape_terrain_culling_back_face
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.

Range of values: [0.0f, 1.0f]. The default value is 0.5f.

float LandscapeTerrainCullingFrustumPadding#

Console: render_landscape_terrain_culling_frustum_padding
The multiplier for the size of viewing frustum to be used for culling polygons of the Landscape Terrain (value, by which the borders of the current frustum are increased). Frustum culling is performed for the frustum of the increased size. By the maximum value of 1, the frustum borders will be increased by the size of the current frustum.

Range of values: [0.0f, 1.0f]. The default value is 0.1f.

bool LandscapeTerrainCullingAggressive#

Console: render_landscape_terrain_culling_aggressive
The 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).
The default value is true.

float LandscapeTerrainGeometrySubpixelReduction#

Console: render_landscape_terrain_geometry_subpixel_reduction
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).
Notice
Setting too high values may cause small but noticeable visual artifacts when the camera moves.

Range of values: [0.0f, 50.0f]. The default value is 6.0f.

float LandscapeTerrainGeometryFadeLods#

Console: render_landscape_terrain_geometry_fade_lods
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.

Range of values: [0.0f, 1.0f]. The default value is 0.5f.

float LandscapeTerrainGeometryProgression#

Console: render_landscape_terrain_geometry_progression
The progression of Landscape Terrain geometry tessellation.

Range of values: [0.0f, 50.0f]. The default value is 1.5f.

float LandscapeTerrainGeometryPolygonSize#

Console: render_landscape_terrain_geometry_polygon_size
The size of Landscape Terrain polygons defining the maximum allowed density of Landscape Terrain geometry.

Range of values: [0.0f, 1000.0f]. The default value is 0.01f.

bool LandscapeTerrainGeometryHoles#

Console: render_landscape_terrain_geometry_holes
The value indicating if decal-based holes for the Landscape Terrain are enabled.
The default value is true.

int LandscapeTerrainDetailResolutionAdditionalMask#

Console: render_landscape_terrain_detail_resolution_additional_mask
The resolution of the additional mask texture for details of the Landscape Terrain.
One of the following values:
  • 0 - 64×64
  • 1 - 128×128
  • 2 - 256×256
  • 3 - 512×512
  • 4 - 1024×1024 (by default)
  • 5 - 2048×2048
  • 6 - 4096×4096
  • 7 - 8192×8192
  • 8 - 16384×16384

int LandscapeTerrainDetailResolutionHeight#

Console: render_landscape_terrain_detail_resolution_height
The resolution of the height texture for details of the Landscape Terrain.
One of the following values:
  • 0 - 64×64
  • 1 - 128×128
  • 2 - 256×256
  • 3 - 512×512
  • 4 - 1024×1024 (by default)
  • 5 - 2048×2048
  • 6 - 4096×4096
  • 7 - 8192×8192
  • 8 - 16384×16384

int LandscapeTerrainDetailResolutionAlbedo#

Console: render_landscape_terrain_detail_resolution_albedo
The resolution of the albedo texture for details of the Landscape Terrain.
One of the following values:
  • 0 - 64×64
  • 1 - 128×128
  • 2 - 256×256
  • 3 - 512×512
  • 4 - 1024×1024 (by default)
  • 5 - 2048×2048
  • 6 - 4096×4096
  • 7 - 8192×8192
  • 8 - 16384×16384

int LandscapeTerrainVTTilesReloadPerFrame#

Console: render_landscape_terrain_vt_tiles_reload_per_frame
The number of tiles to be reloaded per frame after applying changes to the Landscape Terrain surface.

Range of values: [1, 64]. The default value is 4.

int LandscapeTerrainVTTilesLoadPerFrame#

Console: render_landscape_terrain_vt_tiles_load_per_frame
The 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.

Range of values: [1, 64]. The default value is 4.

int LandscapeTerrainVTTilesUpdatePerFrame#

Console: render_landscape_terrain_vt_tiles_update_per_frame
The number of tiles passed to the virtual texture of the Landscape Terrain each frame.

Range of values: [1, 256]. The default value is 60.

int LandscapeTerrainVTFiltering#

Console: render_landscape_terrain_vt_filtering
The filtering mode for the Landscape Terrain textures. The following values are available:
  • Low — use the lower mip-level
  • Medium — use the higher mip-level
  • High — linearly interpolate between adjacent mip-levels
One of the following values:
  • 0 - Low
  • 1 - Medium (by default)
  • 2 - High

float LandscapeTerrainVTDetailLevelByAngle#

Console: render_landscape_terrain_vt_detail_level_by_angle
The 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. The value of 1 corresponds to the pixel-to-pixel quality, and lower values decrease it.

Range of values: [0.0f, 1.0f]. The default value is 0.95f.

vec2 LandscapeTerrainVTTargetResolution#

Console: render_landscape_terrain_vt_target_resolution
The target resolution (width x height) for the Landscape Terrain, in pixels.

1344 х 756 - (default)

float LandscapeTerrainVTMemorySize#

Console: render_landscape_terrain_vt_memory_size
The value defining memory consumption for the Landscape Terrain textures. The value is interpreted as follows:
  • 0.0f - 3072×3072 (~200 MB of VRAM)
  • 1.0f - 16384×16384 (~3.1 GB of VRAM)
  • 0.4f - 8192×8192 (~860 MB of VRAM)

Range of values: [0.0f, 1.0f]. The default value is 0.4f.

float LandscapeTerrainTexelSize#

Console: render_landscape_terrain_texel_size
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.

Range of values: [0.0001f, 1.0f]. The default value is 0.001f.

float LandscapeTerrainVisibleDistance#

Console: render_landscape_terrain_visible_distance
The maximum visibility distance for the Landscape Terrain, in meters. The terrain is visible, as long as the distance between the camera and the terrain does not exceed this value.

Range of values: [0.0f, inf]. The default value is 30000.0f.

float LandscapeTerrainMaskDithering#

Console: render_landscape_terrain_mask_dithering
The global dither amount multiplier to be used for rendering details of the Landscape Terrain. Dithering enables reduction of graphical artefacts in case of increased Mask Contrast values set for a detail. This is a global multiplier for dithering values set for each detail mask.

Range of values: [0.0f, 1.0f]. The default value is 1.0f.

bool FfpAntialiasingLines#

Console: render_ffp_antialiasing_lines
The value indicating if antialiasing is enabled for rrendering of the Visualizer and other FFP lines.

bool WireframeAntialiasing#

Console: render_wireframe_antialiasing
The value indicating if antialiasing is enabled for wireframe rendering.

float EnvironmentHazePhysicalSunColorSaturation#

The intensity of the impact of the sunlight on haze (how much the sunlight affects the haze).

float EnvironmentHazePhysicalSunLightIntensity#

The intensity of the impact of the sunlight on haze defining how much the sunlight affects the haze.

float EnvironmentHazePhysicalAmbientColorSaturation#

The intensity of the ambient color's contribution to the haze (how much the sunlight affects the haze).

float EnvironmentHazePhysicalAmbientLightIntensity#

The intensity of the impact of the ambient lighting on haze (how much the ambient lighting affects the haze).

float EnvironmentHazePhysicalHalfFalloffHeight#

The height of the haze density gradient. The higher the value, the longer the haze desity reduces as the height grows, making the transition between the clear sky and haze smoother.

float EnvironmentHazePhysicalHalfVisibilityDistance#

The distance to the boundary at which the visibility comprises 50%. There is no zero-visibility in the real world, so the half-visibility boundary is used to adjust haze distance.

float EnvironmentHazePhysicalStartHeight#

The reference height value for the two parameters (Half Visibility Distance and Half Faloff Height). To get the current reference height value for the specific preset, use RenderEnvironmentPreset::getHazePhysicalStartHeight().
Source code (C++)
// get a reference height value for the preset that overlays the others
Render::getEnvironmentHazePhysicalStartHeight();
// get a reference height value for the second environment preset
RenderEnvironmentPresetPtr preset = Render::getEnvironmentPreset(1);
preset->getHazePhysicalStartHeight();
reference height value for the two parameters (Half Visibility Distance and Half Faloff Height). To get the current reference height value for the specific preset, use RenderEnvironmentPreset.GetHazePhysicalStartHeight().
Source code (C#)
// get a haze reference height value for the preset that overlays the others
Render.GetEnvironmentHazePhysicalStartHeight();
// get a reference height value for the second environment preset
RenderEnvironmentPreset preset = Render.GetEnvironmentPreset(1);
preset.GetHazePhysicalStartHeight();

float TessellationDensityMultiplier#

Console: render_tessellation_density_multiplier
The global Density multiplier for the adaptive hardware-accelerated tessellation. Higher values produce denser meshes.

Range of values: [0.0f, 10.0f]. The default value is 1.0f.

float TessellationShadowDensityMultiplier#

Console: render_tessellation_shadow_density_multiplier
The global Shadow Density multiplier for the Tessellated Displacement effect. Higher values produce more detailed shadows. You can make shadows from tessellated meshes simpler to save performance.

Range of values: [0.01f, 10.0f]. The default value is 1.0f.

float TessellationDistanceMultiplier#

Console: render_tessellation_distance_multiplier
The global multiplier for all distance parameters of the adaptive hardware-accelerated tessellation used for distance-dependent optimization. Higher values make tessellation visible at longer distances from the camera (consuming more resources).

Range of values: [0.0f, 10.0f]. The default value is 1.0f.

vec4 LightmapColor#

Console: render_lightmap_color
The color multiplier for lightmaps.
Notice
Some light sources may be modified after the lightmap was baked. To make lighting in the scene consistent once again without any re-baking you can simply adjust the color multiplier for lightmaps. See the How-To video tutorial for additional information.

vec4_one - default value (white)

float SSRViewBias#

Console: render_ssr_view_bias
The bias value to which the ray starting position has been shifted along the view vector. This value is used for SSR (Screen-Space Reflections) calculation. Can be adjusted to fine-tune reflections of small objects at far distances. Recommended for narrow FOV angles. To use this option, SSR (see the SSR property) should be enabled.

Range of values: [0.0f, 1.0f]. The default value is 1.0f.

float SSRNormalBias#

Console: render_ssr_normal_bias
The bias value to which the ray starting position has been shifted along the normal vector. This value is used for SSR (Screen-Space Reflections) calculation. Can be adjusted to fine-tune reflections of small objects at far distances. Recommended for narrow FOV angles. To use this option, SSR (see the SSR property) should be enabled.

Range of values: [0.0f, 1.0f]. The default value is 1.0f.

int SSGIIntensityBoost#

Console: render_ssgi_intensity_boost
The boost intensity value. Increases the SSGI intensity by raising the value to the specified power.
One of the following values:
  • 0 - power of 1 (by default)
  • 1 - power of 2
  • 2 - power of 3
  • 3 - power of 4

float SRAADepthThreshold#

Console: render_sraa_depth_threshold
The depth threshold value used for edges detection that specifies the area for the SRAA processing. Turn on the debug mode and adjust this parameter in such a way that covers the required edges but at the same time leaves out the unnecessary geometry in the scene.

Range of values: [0.0f, inf]. The default value is 0.1f.

bool SRAADebug#

Console: render_sraa_debug
The value indicating if the SRAA debug mode is enabled. This mode shows the geometry edges smoothed by the SRAA.
The default value is true.

bool SRAATemporal#

Console: render_sraa_temporal
The value indicating if TAA integration is enabled. SRAA will use the shading sample from the previously rendered frame (TAA) to achieve correct anti-aliasing. Uses camera jittering, so it works only when the TAA (see the TAA property) is enabled. It is recommended to use this option by default.
The default value is true.

int SRAASamples#

Console: render_sraa_samples
The number of depth geometry samples per pixel. This value may significantly affect performance, so keep it low when the image quality differences are not apparent.
One of the following values:
  • 0 - 2
  • 1 - 4 (by default)
  • 2 - 8

bool SRAA#

Console: render_sraa
The value indicating if Subpixel Reconstruction Anti-Aliasing (SRAA) is enabled.
The default value is true.

float PanoramaFisheyeFov#

Console: render_panorama_fisheye_fov
The Field of View (in degrees) for the panoramic viewport mode selected at the moment.
Notice
Available only when the viewport rendering mode (see the ViewportMode property) is set to one of the fisheye panorama modes (5-8).

Range of values: [0, 360]. The default value is 0.

float ShowVoxelProbeVisualizerSphereScale#

Console: render_show_voxel_probe_visualizer_sphere_scale
The scale factor of the sphere that is used to visualize Voxel Probes. The sphere size depends on the scale factor and the voxel size.

int ShowVoxelProbeVisualizerGridSize#

Console: render_show_voxel_probe_visualizer_grid_size
The size of the grid that is used to visualize Voxel Probes.
Notice
For the probe to be visualized properly, the grid size should be from 7 to 40.

bool ShowVoxelProbeVisualizer#

Console: render_show_voxel_probe_visualizer
The value indicating if the Voxel Probe visualizer is enabled. The visualizer shows only the selected probe with the grid size (see the ShowVoxelProbeVisualizerGridSize property) from 7 to 40.

int Clouds3dTextureVerticalResolution#

Console: render_clouds_3d_texture_vertical_resolution
The vertical resolution for the 3D texture to be used for clouds rendering.
Notice
Setting too high resolution may significantly affect performance, so adjust it wisely.
One of the following values:
  • 0 - 32
  • 1 - 64
  • 2 - 128
  • 3 - 256 (by default)
  • 4 - 512

int Clouds3dTextureHorizontalResolution#

Console: render_clouds_3d_texture_horizontal_resolution
The horizontal resolution for the 3D texture to be used for clouds rendering.
Notice
Setting too high resolution may significantly affect performance, so adjust it wisely.
One of the following values:
  • 0 - 64
  • 1 - 128
  • 2 - 256 (by default)
  • 3 - 512
  • 4 - 1024
  • 5 - 2048

float CloudsLightingSamplesDistribution#

Console: render_clouds_lighting_samples_distribution
The value that controls distribution of samples for clouds lighting. Can be used to keep small details for long shadows when the lighting trace length value (see the CloudsLightingTraceLength property) is high.

Range of values: [0.001f, 5.0f]. The default value is 1.0f.

int CloudsTransparentOrder#

Console: render_clouds_transparent_order
The rendering order for clouds relative to transparent objects (except water).
  • Render Before Transparent — render clouds before all transparent objects (except water).
  • Render After Transparent — render clouds after all transparent objects (except water).
  • Sort Transparent — enable rough sorting for transparent objects relative to clouds (below the lowest cloud layer base -> inside the clouds -> above the highest cloud layer top).
One of the following values:
  • 0 - Render Before Transparent (by default)
  • 1 - Render After Transparent
  • 2 - Sort Transparent

int CloudsQualityPresetNumNames#

The number of clouds quality presets.

int CloudsQualityPreset#

Console: render_clouds_quality_preset
The index of the clouds quality preset used at the moment.
One of the following values:
  • 0 - Low (by default)
  • 1 - Medium
  • 2 - High + Interleaved
  • 3 - High
  • 4 - Ultra + Interleaved
  • 5 - Ultra
  • 6 - Extreme + Interleaved
  • 7 - Extreme
  • 8 - Custom

int LandscapeOperationsPerFrame#

Console: render_landscape_operations_per_frame
The maximum number of Landscape texture draw operations (asyncTextureDraw) that can be performed per frame.

Range of values: [1, 1000]. The default value is 10.

int LandscapeTerrainStreamingPresetNumNames#

The number of Landscape Terrain streaming presets.

int LandscapeTerrainStreamingPreset#

Console: render_landscape_terrain_streaming_preset
The index of the Landscape Terrain streaming preset used at the moment.
Notice
Presets override user-defined custom settings. When any preset other than Custom is active, modification of the parameters via API has no effect. The parameter value set via the last API call shall be used only when the Custom preset is active. When checking the current parameter value via API you'll get the corresponding setting stored in the active preset (default or custom one).
One of the following values:
  • 0 - Low (by default)
  • 1 - Medium
  • 2 - High
  • 3 - Ultra
  • 4 - Extreme
  • 5 - Custom

int LandscapeTerrainGeometryPresetNumNames#

The number of Landscape Terrain geometry presets.

int LandscapeTerrainGeometryPreset#

Console: render_landscape_terrain_geometry_preset
The index of the Landscape Terrain geometry preset used at the moment.
Notice
Presets override user-defined custom settings. When any preset other than Custom is active, modification of the parameters via API has no effect. The parameter value set via the last API call shall be used only when the Custom preset is active. When checking the current parameter value via API you'll get the corresponding setting stored in the active preset (default or custom one).
One of the following values:
  • 0 - Low (by default)
  • 1 - Medium
  • 2 - High
  • 3 - Ultra
  • 4 - Extreme
  • 5 - Custom

int WaterGeometryPresetNumNames#

The number of Global Water geometry presets.

int WaterGeometryPreset#

Console: render_water_geometry_preset
The index of the Global Water geometry preset used at the moment.
One of the following values:
  • 0 - Low (by default)
  • 1 - Medium
  • 2 - High
  • 3 - Ultra
  • 4 - Extreme
  • 5 - Custom

int DOFPresetNumNames#

The number of DoF presets.

int DOFPreset#

Console: render_dof_preset
The DoF effect quality preset.
One of the following values:
  • 0 - Very Low (by default)
  • 1 - Low
  • 2 - Medium
  • 3 - High
  • 4 - Ultra
  • 5 - Extreme
  • 6 - Custom

int MotionBlurPresetNumNames#

The number of Motion Blur presets.

int MotionBlurPreset#

Console: render_motion_blur_preset
The Motion Blur preset.
One of the following values:
  • 0 - Low (by default)
  • 1 - Medium
  • 2 - High
  • 3 - Ultra
  • 4 - Custom

int SSSSSPresetNumNames#

The number of SSSSS (Screen-Space Subsurface Scattering) presets.

int SSSSSPreset#

Console: render_sssss_preset
The SSSSS (Screen-Space Subsurface Scattering) preset used at the moment.
One of the following values:
  • 0 - Low (by default)
  • 1 - Medium
  • 2 - High
  • 3 - Ultra
  • 4 - Extreme
  • 5 - Custom

int SSRPresetNumNames#

The number of SSR (Screen-Space Reflections) presets.

int SSRPreset#

Console: render_ssr_preset
The SSR (Screen-Space Reflections) preset used at the moment.
One of the following values:
  • 0 - Low (by default)
  • 1 - Medium
  • 2 - High
  • 3 - Ultra
  • 4 - Extreme
  • 5 - Custom

float BentNormalColorClampingVelocityThreshold#

Console: render_bent_normal_color_clamping_velocity_threshold
The sensitivity of TAA color clamping for the bent normals effect to pixel velocity change. This parameter is used to reduce ghosting effect for lower Color Clamping Intensity values (see the BentNormalColorClampingIntensity property) : it automatically increases clamping intensity for higher velocities, and disables clamping for low velocity values.

Range of values: [0.0f, inf]. The default value is 0.0f.

float BentNormalColorClampingIntensity#

Console: render_bent_normal_color_clamping_intensity
The intensity of TAA color clamping at zero pixel velocity for the bent normals effect. 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 Bent Normal Color Clamping Velocity Threshold (see the BentNormalColorClampingVelocityThreshold property) , while higher values reduce ghosting effect, but increase flickering.

Range of values: [0.0f, 1.0f]. The default value is 1.0f.

int BentNormalDenoiseRadius#

Console: render_bent_normal_denoise_radius
The radius of the area to be affected by noise reduction for the bent normal effect.

Range of values: [1, 3]. The default value is 1.

float BentNormalDenoiseThreshold#

Console: render_bent_normal_denoise_threshold
The threshold value for color difference of neighboring pixels used for noise reduction for the bent normals effect. Blur is applied when the color difference is less than the threshold value.
Notice
Too high values result in blurring the whole image.

Range of values: [0.0f, 1.0f]. The default value is 0.2f.

float BentNormalDenoiseGaussianSigma#

Console: render_bent_normal_denoise_gaussian_sigma
The sigma parameter of Gaussian blur used for noise reduction for the bent normals effect. This parameter controls the amount of blur applied.

Range of values: [0.0f, 100.0f]. The default value is 10.0f.

float BentNormalDenoiseIntensity#

Console: render_bent_normal_denoise_intensity
The noise reduction intensity for the Bent Normals effect. Higher values provide a less noisy, but more blurred result.

Range of values: [0.0f, 1.0f]. The default value is 0.2f.

int BentNormalPresetNumNames#

The number of Bent Normal presets.

int BentNormalPreset#

Console: render_bent_normal_preset
The Bent Normal preset used at the moment.
One of the following values:
  • 0 - Raytracing Low (by default)
  • 1 - Raytracing Medium
  • 2 - Raytracing High
  • 3 - Custom

int SSGIPresetNumNames#

The number of SSGI (Screen-Space Global Illumination) presets.

int SSGIPreset#

Console: render_ssgi_preset
The SSGI (Screen-Space Global Illumination) preset used at the moment. The following presets are available:
  • Raytracing — raytracing calculations for SSGI are enabled
  • Raytracing + Denoise — raytracing calculations along with the noise reduction for SSAO are enabled
  • Custom — adjust the feature's quality manually
One of the following values:
  • 0 - Raytracing (by default)
  • 1 - Raytracing + Denoise
  • 2 - Custom

float SSAOColorClampingVelocityThreshold#

Console: render_ssao_color_clamping_velocity_threshold
The sensitivity of TAA color clamping for the SSAO (Screen Space Ambient Occlusion) effect to pixel velocity change. This parameter is used to reduce ghosting effect for lower Color Clamping Intensity values (see the SSAOColorClampingIntensity property) : it automatically increases clamping intensity for higher velocities, and disables clamping for low velocity values.

Range of values: [0.0f, inf]. The default value is 0.0f.

float SSAOColorClampingIntensity#

Console: render_ssao_color_clamping_intensity
The intensity of TAA color clamping at zero pixel velocity for the SSAO (Screen Space Ambient Occlusion) effect. 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 SSAO Color Clamping Velocity Threshold (see the SSAOColorClampingVelocityThreshold property) , while higher values reduce ghosting effect, but increase flickering.

Range of values: [0.0f, 1.0f]. The default value is 1.0f.

int SSAODenoiseRadius#

Console: render_ssao_denoise_radius
The radius of the area to be affected by noise reduction for the SSAO (Screen Space Ambient Occlusion) effect.

Range of values: [1, 3]. The default value is 1.

float SSAODenoiseThreshold#

Console: render_ssao_denoise_threshold
The threshold.threshold value for color difference of neighboring pixels used for noise reduction for the SSAO (Screen Space Ambient Occlusion) effect. The blur is applied when the color difference is less than the threshold value.
Notice
Setting too high values results in blurring the whole image.

Range of values: [0.0f, 1.0f]. The default value is 0.1f.

float SSAODenoiseGaussianSigma#

Console: render_ssao_denoise_gaussian_sigma
The sigma parameter of Gaussian blur used for noise reduction for the SSAO (Screen Space Ambient Occlusion) effect. This parameter controls the amount of blur applied.

Range of values: [0.0f, 100.0f]. The default value is 10.0f.

float SSAODenoiseIntensity#

Console: render_ssao_denoise_intensity
The noise reduction intensity for the SSAO (Screen Space Ambient Occlusion) effect. Higher values provide a less noisy, but more blurred result.

Range of values: [0.0f, 1.0f]. The default value is 0.2f.

int SSAOPresetNumNames#

The number of SSAO (Screen-Space Ambient Occlusion) presets.

int SSAOPreset#

Console: render_ssao_preset
The SSAO (Screen-Space Ambient Occlusion) preset used at the moment.
One of the following values:
  • 0 - Simple Low (by default)
  • 1 - Simple Medium
  • 2 - Simple High
  • 3 - Simple Ultra
  • 4 - Raytracing
  • 5 - Raytracing + Denoise
  • 6 - Custom

int SSRTGIPresetNumNames#

The number of SSRTGI (Screen-Space Ray-Traced Global Illumination) presets.

int SSRTGIPreset#

Console: render_ssrtgi_preset
The index of the SSRTGI (Screen-Space Ray-Traced Global Illumination) preset used at the moment.
One of the following values:
  • 0 - Low (by default)
  • 1 - Medium
  • 2 - High
  • 3 - Ultra
  • 4 - Extreme
  • 5 - Custom

int GIPresetNumNames#

The number of GI (Global Illumination) presets.

int GIPreset#

Console: render_gi_preset
The index of the GI (Global Illumination) preset used at the moment.
One of the following values:
  • 0 - Disabled (by default)
  • 1 - Low
  • 2 - Medium
  • 3 - High
  • 4 - High + SSGI
  • 5 - Ultra
  • 6 - Ultra + SSGI
  • 7 - Extreme
  • 8 - Extreme + SSGI
  • 9 - Custom

int RefractionWarpBackgroundTransparentSurfaces#

Console: render_refraction_warp_background_transparent_surfaces
The value indicating if refraction affects background transparent surfaces (except for water and clouds). The following values are available:
  • Never — no refraction distortion is applied to transparent surfaces.
  • Behind Farthest Refractive Surface — apply refraction distortion to all transparent surfaces behind the farthest refractive surface.
This method takes effect only when rendering of refractions (see the Refraction property) is enabled.
One of the following values:
  • 0 - Never (by default)
  • 1 - Behind Farthest Refractive Surface

int TAAPresetNumNames#

The number of TAA (Temporal Anti-Aliasing) presets.

int TAAPreset#

Console: render_taa_preset
The TAA (Temporal Anti-Aliasing) preset used at the moment.
One of the following values:
  • 0 - Sharpest (by default)
  • 1 - Sharp
  • 2 - Smooth
  • 3 - Smoothest
  • 4 - VR Mode
  • 5 - Custom

int AAPresetNumNames#

The number of AA (Anti-Aliasing) presets.

int AAPreset#

Console: render_aa_preset
The index of the AA (Anti-Aliasing) preset used at the moment.
One of the following values:
  • 0 - Sharpest (by default)
  • 1 - Sharp
  • 2 - Smooth
  • 3 - Smooth + SRAA
  • 4 - Smoothest
  • 5 - Smoothest + SRAA
  • 6 - VR Mode
  • 7 - Custom

float ACESWithReinhardShoulderLength#

Console: render_aces_with_reinhard_shoulder_length
The shoulder length parameter for the ACES with Reinhard operator. Controls the amount of f-stops to add to the dynamic range of the curve. Defines how much of the highlights the curve takes into account.

Range of values: [0.0f, 1.0f]. The default value is 0.14f.

float ACESWithReinhardShoulderStrength#

Console: render_aces_with_reinhard_shoulder_strength
The shoulder strength parameter for the ACES with Reinhard operator. Controls the strength of the transition between the curve's midsection and the curve's shoulder.

Range of values: [0.0f, 10.0f]. The default value is 0.59f.

float ACESWithReinhardShoulderAngle#

Console: render_aces_with_reinhard_shoulder_angle
The shoulder angle parameter for the ACES with Reinhard operator. Controls how much overshoot should be added to the curve's shoulder.

Range of values: [0.0f, 10.0f]. The default value is 2.43f.

float ACESWithReinhardToe#

Console: render_aces_with_reinhard_toe
The toe parameter for the ACES with Reinhard operator. Controls the dark color. Higher values result in darker colors.

Range of values: [0.0f, 10.0f]. The default value is 0.03f.

float ACESWithReinhardWhiteClip#

Console: render_aces_with_reinhard_white_clip
The white clip parameter for the ACES with Reinhard operator. Controls the cut-off point for white.ACES with Reinhard operator's white clip.

Range of values: [0.0f, 10.0f]. The default value is 2.51f.

float ACESShoulderLength#

Console: render_aces_shoulder_length
The shoulder length parameter for the ACES operator. Controls the amount of f-stops to add to the dynamic range of the curve. Defines how much of the highlights the curve takes into account.

Range of values: [0.0f, 1.0f]. The default value is 0.59f.

float ACESShoulderStrength#

Console: render_aces_shoulder_strength
The shoulder strength parameter for the ACES operator. Controls the strength of the transition between the curve's midsection and the curve's shoulder.

Range of values: [0.0f, 10.0f]. The default value is 0.59f.

float ACESShoulderAngle#

Console: render_aces_shoulder_angle
The shoulder angle parameter for the ACES operator. Controls how much overshoot should be added to the curve's shoulder.

Range of values: [0.0f, 10.0f]. The default value is 2.43f.

float ACESToe#

Console: render_aces_toe
The toe parameter for the ACES operator. Controls the dark color. Higher values result in darker colors.

Range of values: [0.0f, 10.0f]. The default value is 0.03f.

float ACESWhiteClip#

Console: render_aces_white_clip
The white clip parameter for the ACES operator. Controls the cut-off point for white.

Range of values: [0.0f, 10.0f]. The default value is 2.51f.

float ACESWithReinhardMix#

Console: render_aces_with_reinhard_mix
The ACES with Reinhard tonemapping operator contribution. If the value is closer to 0, then ACES prevails. Otherwise, when the value is closer to 1, the Reinhard has a grater impact.

Range of values: [0.0f, 1.0f]. The default value is 0.5f.

float ReinhardLumaBasedContribution#

Console: render_reinhard_luma_based_contribution
The Reinhard Luma Based tonemapping operator contribution. Controls the overall contribution that the Reinhard operator makes to the final color grading of the image. Higher values result in more tonemapping contribution to the final image.

Range of values: [0.0f, 1.0f]. The default value is 1.0f.

float ReinhardContribution#

Console: render_reinhard_contribution
The Reinhard tonemapping operator contribution.

The value is calculated according to the following formula:

C / (1 + C)
It controls the overall contribution that the Reinhard operator makes to the final color grading of the image. The higher values result in more tonemapping contribution to the final image.

Range of values: [0.0f, 1.0f]. The default value is 1.0f.

int Tonemapper#

Console: render_tonemapper
The mode of tone mapping.
One of the following values:
  • 0 - disable
  • 1 - Filmic (by default)
  • 2 - ACES
  • 3 - ACES with Reinhard
  • 4 - Reinhard
  • 5 - Reinhard Luma Based

int WaterWaterlineAccuracy#

Console: render_water_waterline_accuracy
The quality of underwater and waterline determination. Use high quality only if you need to submerge underwater (to see the waterline) and at medium and high Beaufort values.
One of the following values:
  • Low - low quality (by default)
  • Medium - medium quality
  • High - high quality
  • Ultra - ultra quality

float WaterCullingObliqueFrustum#

Console: render_water_culling_oblique_frustum
The multiplier for the size of viewing frustum used for culling polygons of Global Water object beyond the oblique frustum plane. The higher the value, the more patches will be culled.

Range of values: [0.0f, 1.0f]. The default value is 0.9f.

float WaterCullingFrustumPadding#

Console: render_water_culling_frustum_padding
The value, by which the borders of the current frustum are increased. Frustum culling is performed for the frustum of the increased size. By the maximum value of 1, the frustum borders will be increased by the size of the current frustum.

Range of values: [0.0f, 1.0f]. The default value is 0.1f.

bool WaterCullingAggressive#

Console: render_water_culling_aggressive
The value indicating if frustum culling optimization is enabled for the Global Water. 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).
The default value is true.

float WaterGeometrySubpixelReduction#

Console: render_water_geometry_subpixel_reduction
The minimum ratio of a polygon size (in screen space) to the size of an area seen in the viewport. If the ratio calculated for the polygon is less than this value, such polygon will be removed.

Range of values: [0.0f, 50.0f]. The default value is 6.0f.

float WaterGeometryFadeLods#

Console: render_water_geometry_fade_lods
The intensity of fading between levels of Global Water geometry tessellation. This value can be increased to remove sharp edges between areas with different geometry density.

Range of values: [0.0f, 1.0f]. The default value is 0.5f.

float WaterGeometryProgression#

Console: render_water_geometry_progression
The progression of Global Water geometry tessellation.

Range of values: [0.0f, 50.0f]. The default value is 1.5f.

float WaterGeometryPolygonSize#

Console: render_water_geometry_polygon_size
The size of Global Water polygons. The value defines the maximum allowed density of Global Water geometry. If the polygon size is large, small waves will be lost. It is better to set this parameter to about 1/3 or 1/4 of the smallest wavelength.

Range of values: [0.0f, 1000.0f]. The default value is 0.01f.

float WaterVisibleDistance#

Console: render_water_visible_distance
The maximum visibility distance for the Global Water. The water is visible, as long as the distance between the camera and the water object does not exceed this value.

Range of values: [0.0f, inf]. The default value is 30000.0f.

float StreamingUpdateLimit#

Console: render_streaming_update_limit
The maximum cache update limit. This limit cuts down the time that can be spent on validation.
Notice
Lower values may help reducing spikes, but be careful, as setting too low values may result in growing cache size due to slower unloading of resources.

Range of values: [0.0f, inf]. The default value is 1.5f.

float DistanceOffset#

Console: render_distance_offset
The global distance offset for all distance parameters: shadow distance, light distance, LOD distances, etc.

Range of values: [0.0f, inf]. The default value is 0.0f.

int EnvironmentHemisphere#

Console: render_environment_hemisphere
The value indicating if rendering of environment only for the top (above-ground) hemisphere is enabled. The underground is rendered black. When disabled, environment for the whole sphere is rendered.
The default value is true.

bool WaterPlanarProbes#

The

int NumDebugMaterials#

The

Members


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.

bool IsAPISupported ( int api ) #

Returns a value indicating if the specified graphics API (Null/OpenGL/DirectX) is currently supported.

Arguments

  • int api - Graphics API ID. One of the API_* values.

Return value

true if the specified graphics API is currently supported; otherwise, false.

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.

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.
Notice
Texture 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 ( ) #

Console: render_streaming_textures_cache_destroy
Clears texture cache (images and metadata) stored on disk. All files in the data/.cache_textures will be removed.

void UnloadCacheTextures ( ) #

Console: render_streaming_textures_cache_unload
Unloads texture cache from the memory. This method does not delete files in the data/.cache_textures.

void CreateCacheTextures ( ) #

Console: render_streaming_textures_cache_create
Generates texture cache for all textures used in the project.
Notice
Texture cache generated by this method is incomplete, only images are created, as all metadata (flags, etc.) is stored in materials.

void LoadCacheTextures ( ) #

Console: render_streaming_textures_cache_load
Loads texture cache from the disk. Texture cache always remains in memory after loading.

Texture GetBlack2DArrayTexture ( int flags = (1<<19|1<<12|1<<13|1<<14) ) #

Returns black 2D array texture.

Arguments

Return value

Black 2D array texture.

Texture GetBlack2DTexture ( int flags = (1<<19|1<<12|1<<13|1<<14) ) #

Returns black 2D texture.

Arguments

Return value

Black 2D texture.

Texture GetBlack2DUIntTexture ( int flags = (1<<19|1<<12|1<<13|1<<14) ) #

Returns black 2D UInt texture.

Arguments

Return value

Black 2D UInt texture.

Texture GetBlack3DTexture ( int flags = (1<<19|1<<12|1<<13|1<<14) ) #

Returns black 3D texture.

Arguments

Return value

Black 3D texture.

Texture GetBlackCubeTexture ( int flags = (1<<19|1<<12|1<<13|1<<14) ) #

Returns black Cube texture.

Arguments

Return value

Black Cube texture.

Texture GetGray2DArrayTexture ( int flags = (1<<19|1<<12|1<<13|1<<14) ) #

Returns gray 2D array texture.

Arguments

Return value

Gray 2D array texture.

Texture GetGray2DTexture ( int flags = (1<<19|1<<12|1<<13|1<<14) ) #

Returns gray 2D texture.

Arguments

Return value

Gray 2D texture.

Texture GetGray2DUIntTexture ( int flags = (1<<19|1<<12|1<<13|1<<14) ) #

Returns gray 2D UInt texture.

Arguments

Return value

Gray 2D UInt texture.

Texture GetGray3DTexture ( int flags = (1<<19|1<<12|1<<13|1<<14) ) #

Returns gray 3D texture.

Arguments

Return value

Gray 3D texture.

Texture GetGrayCubeTexture ( int flags = (1<<19|1<<12|1<<13|1<<14) ) #

Returns gray Cube texture.

Arguments

Return value

Gray Cube texture.

Texture GetWhite2DArrayTexture ( int flags = (1<<19|1<<12|1<<13|1<<14) ) #

Returns white 2D array texture.

Arguments

Return value

White 2D array texture.

Texture GetWhite2DTexture ( int flags = (1<<19|1<<12|1<<13|1<<14) ) #

Returns white 2D texture.

Arguments

Return value

White 2D texture.

Texture GetWhite2DUIntTexture ( int flags = (1<<19|1<<12|1<<13|1<<14) ) #

Returns white 2D UInt texture.

Arguments

Return value

White 2D UInt texture.

Texture GetWhite3DTexture ( int flags = (1<<19|1<<12|1<<13|1<<14) ) #

Returns white 3D texture.

Arguments

Return value

White 3D texture.

Texture GetWhiteCubeTexture ( int flags = (1<<19|1<<12|1<<13|1<<14) ) #

Returns white Cube texture.

Arguments

Return value

White Cube texture.

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.

uint GetMaxTextureBufferSize ( ) #

Returns the maximum size of the texture buffer.

Return value

Maximum size of the texture buffer.

IntPtr addCallback ( int 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

  • int 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 ( int 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

  • int callback - Stage of the rendering sequence for which the callbacks are to be cleared. One of the CALLBACK_* variables.
    Notice
    The _BEGIN prefix corresponds to the beginning of the rendering pass, _END - to its completion.

bool removeCallback ( int 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

  • int 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 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.
Notice
Scriptable 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 InsertScriptableMaterial ( int num, Material material ) #

Inserts a new global scriptable material to the list of globally applied scriptable materials. To apply a scriptable material per-camera or per-player, use the insertScriptableMaterial() 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.
Notice
Scriptable materials applied globally have their expressions executed before the ones that are applied per-camera or per-player.

Arguments

  • int num - Position at which a new scriptable material is to be inserted.
  • Material material - Scriptable material to be inserted into the list of globally applied scriptable materials.

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.
Notice
Scriptable 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.
Notice
Scriptable materials applied globally have their expressions executed before the ones that are applied per-camera or per-player.

Arguments

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.
Notice
Scriptable 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 ( 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.

Notice
You 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.

Notice
You 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 GetTemporaryTexture ( Texture texture, string name = 0, int accessory ) #

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.

Notice
You 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).
  • int accessory - Texture render sequence accessory type. One of the TEXTURE_ACCESSORY_* values.

Return value

Temporary texture.

Texture GetTemporaryTexture ( int width, int height, int depth, int format, int flags = 0, int type, string name = 0, int accessory ) #

Allocates a temporary render texture with the specified width, height, depth, format, flags, and type. 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.

Notice
You 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 depth - Depth of the texture, in pixels.
  • int format - Texture format: one of the Texture.FORMAT_* values.
  • int flags - Texture flags.
  • int type - Texture type (2D, 3D, Cube, etc.): one of the Texture.TEXTURE_* values.
  • string name - Name to be used for this temporary texture (optional).
  • int accessory - Texture render sequence accessory type. One of the TEXTURE_ACCESSORY_* values.

Return value

Temporary texture.

Texture GetTemporaryTexture ( int width, int height, int depth, int format, int flags = 0, int type, string name = 0 ) #

Allocates a temporary render texture with the specified width, height, depth, format, flags, and type. 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.

Notice
You 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 depth - Depth of the texture, in pixels.
  • int format - Texture format: one of the Texture.FORMAT_* values.
  • int flags - Texture flags.
  • int type - Texture type (2D, 3D, Cube, etc.): one of the Texture.TEXTURE_* values.
  • string name - Name to be used for this temporary texture (optional).

Return value

Temporary texture.

Texture GetTemporaryTexture ( int width, int height, int depth, int format, int flags = 0, int type ) #

Allocates a temporary render texture with the specified width, height, depth, format, flags, and type. 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.

Notice
You 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 depth - Depth of the texture, in pixels.
  • int format - Texture format: one of the Texture.FORMAT_* values.
  • int flags - Texture flags.
  • int type - Texture type (2D, 3D, Cube, etc.): one of the Texture.TEXTURE_* values.

Return value

Temporary texture.

Texture GetTemporaryTexture2D ( int width, int height, int format, int flags = -1, string name = 0, int accessory = 0 ) #

Allocates a temporary 2D 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.

Notice
You 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 texture, in pixels.
  • int height - Height of the 2D 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 2D texture (optional).
  • int accessory - Texture render sequence accessory type. One of the TEXTURE_ACCESSORY_* values.

Return value

Temporary 2D texture.

Texture GetTemporaryTexture2DArray ( int width, int height, int depth, int format, int flags = 0, string name = 0, int accessory = 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.

Notice
You 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).
  • int accessory - Texture render sequence accessory type. One of the TEXTURE_ACCESSORY_* values.

Return value

Temporary 2D array texture.

Texture GetTemporaryTexture3D ( int width, int height, int depth, int format, int flags = 0, string name = 0, int accessory = 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.

Notice
You 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).
  • int accessory - Texture render sequence accessory type. One of the TEXTURE_ACCESSORY_* values.

Return value

Temporary 3D texture.

Texture GetTemporaryTextureCube ( int width, int height, int format, int flags = -1, string name = 0, int accessory = 0 ) #

Allocates a temporary cubemap 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.

Notice
You 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 cubemap texture, in pixels.
  • int height - Height of the cubemap 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 cubemap texture (optional).
  • int accessory - Texture render sequence accessory type. One of the TEXTURE_ACCESSORY_* values.

Return value

Temporary cubemap texture.

void ReleaseTemporaryTexture ( Texture texture ) #

Releases the temporary texture previously obtained via getTemporaryTexture(), getTemporaryTexture2D(), getTemporaryTexture2DArray(), getTemporaryTexture3D(), or getTemporaryTextureCube() 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.

Notice
You 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.

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.
Notice
Only 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 CreateMipmapsCubeGGXImage ( Image image, float quality ) #

Generates mipmaps for a cubemap image using GGX BRDF microfacet model.

Arguments

int CreateMipmapsCubeGGXTexture ( Texture texture, float quality ) #

Generates mipmaps for a cubemap texture using GGX BRDF microfacet model.

Arguments

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.

int SetColorCorrectionLUTImage ( 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 setColorCorrectionLUTPath().
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.SetColorCorrectionLUTImage(lut);

Arguments

  • Image image - Color transformation image.

Return value

1 if the image is set successfully; otherwise, 0.

int GetColorCorrectionLUTImage ( 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 ResetColorCorrectionCurve ( ) #

Resets the Color Correction curve to the default value.

void ResetColorCorrectionSaturationCurve ( ) #

Resets the Saturation Correction curve to the default value.

bool LoadSettings ( string file, bool clear = false ) #

Loads render settings from a given file.

Arguments

  • string file - Path to an XML file with desired settings.
  • bool clear - Clear flag. Set true to clear settings before loading (new settings shall be applied right after loading them), or false not to clear.

Return value

1 if the settings are loaded successfully; otherwise, 0.

bool LoadWorld ( Xml xml ) #

Loads render state from the Xml.

Arguments

  • Xml xml - Xml node.

Return value

true if the state is loaded successfully; otherwise, false.

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 - Material to be used.
  • 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

  • Camera camera - Camera to be used.
  • Image image - Image to save the result to.
  • int skip_flags - Skip the effects:
    • VIEWPORT_SKIP_SHADOWS
    • VIEWPORT_SKIP_VISUALIZER
    • VIEWPORT_SKIP_SRGB
    • VIEWPORT_SKIP_POSTEFFECTS
    • VIEWPORT_SKIP_VELOCITY
    • VIEWPORT_SKIP_DYNAMIC_REFLECTIONS

    0 enables all the effects.

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

  • Camera camera - Camera to be used.
  • Image image - Image to save the result to.
  • int width - Width of the projected image, in units.
  • int height - Height of the projected image, in units.
  • int hdr - 1 - enable HDR, 0 - disable HDR.
  • int skip_flags - Skip the effects:
    • VIEWPORT_SKIP_SHADOWS
    • VIEWPORT_SKIP_VISUALIZER
    • VIEWPORT_SKIP_SRGB
    • VIEWPORT_SKIP_POSTEFFECTS
    • VIEWPORT_SKIP_VELOCITY
    • VIEWPORT_SKIP_DYNAMIC_REFLECTIONS

    0 enables all the effects.

void RenderImageCube ( Camera camera, Image image, int skip_flags ) #

Renders the scene into a cube map image in accordance with the specified parameters.

Arguments

  • Camera camera - Camera to be used.
  • Image image - Image to save the result to.
  • int skip_flags - Skip the effects:
    • VIEWPORT_SKIP_SHADOWS
    • VIEWPORT_SKIP_VISUALIZER
    • VIEWPORT_SKIP_SRGB
    • VIEWPORT_SKIP_POSTEFFECTS
    • VIEWPORT_SKIP_VELOCITY
    • VIEWPORT_SKIP_DYNAMIC_REFLECTIONS

    0 enables all the effects.

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

  • Camera camera - Camera to be used.
  • Image image - Image to save the result to.
  • int size - Texture dimensions (cube map edge size).
  • int hdr - 1 - enable HDR; 0 - disable HDR.
  • int skip_flags - Skip the effects:
    • VIEWPORT_SKIP_SHADOWS
    • VIEWPORT_SKIP_VISUALIZER
    • VIEWPORT_SKIP_SRGB
    • VIEWPORT_SKIP_POSTEFFECTS
    • VIEWPORT_SKIP_VELOCITY
    • VIEWPORT_SKIP_DYNAMIC_REFLECTIONS

    0 enables all the effects.

  • bool local_space - 1 - local space coordinates; 0 - world space coordinates.

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 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 SaveSettings ( string file ) #

Saves the current renderer settings to a given file.

Arguments

  • string file - Path to a target file.

Return value

true if the settings are saved successfully; otherwise, false.

bool SaveState ( Stream stream ) #

Saves a render state into the stream.

Saving into the stream requires creating a blob to save into. To restore the saved state the RestoreState() method is used:

Source code (C#)
// set state
Render.CloudsInterleavedRendering = 0; // interleave = 0
	
// save state
Blob blob_state = new Blob();
Render.SaveState(blob_state);
	
// change state
Render.CloudsInterleavedRendering = 2; // now interleave = 2
	
// restore state
blob_state.SeekSet(0);		// returning the carriage to the start of the blob
Render.RestoreState(blob_state); // restore interleave = 0

Arguments

  • Stream stream - Stream to save a state into.

Return value

true if the state is saved successfully; otherwise, false.

bool RestoreState ( Stream stream ) #

Restores a render state from the stream.

Restoring from the stream requires creating a blob to save into and saving the state using the SaveState() method:

Source code (C#)
// set state
Render.CloudsInterleavedRendering = 0; // interleave = 0
	
// save state
Blob blob_state = new Blob();
Render.SaveState(blob_state);
	
// change state
Render.CloudsInterleavedRendering = 2; // now interleave = 2
	
// restore state
blob_state.SeekSet(0);		// returning the carriage to the start of the blob
Render.RestoreState(blob_state); // restore interleave = 0

Arguments

  • Stream stream - Stream to restore a state from.

Return value

true if the state is restored successfully; otherwise, false.

bool SaveWorld ( Xml xml ) #

Saves the render state into the given Xml node.

Arguments

  • Xml xml - Xml node.

Return value

true if the state is saved successfully; otherwise, false.

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.

string GetCloudsQualityPresetName ( int num ) #

Returns the Clouds Quality preset name by given index.

Arguments

  • int num - Clouds Quality preset index.

Return value

Clouds Quality preset name.

string GetAAPresetName ( int num ) #

Returns the AA (Anti-Aliasing) preset name by given index.

Arguments

  • int num - AA preset index.

Return value

AA preset name.

string GetTAAPresetName ( int num ) #

Returns the TAA (Temporal Anti-Aliasing) preset name by given index.

Arguments

  • int num - TAA preset index.

Return value

TAA preset name.

string GetGIPresetName ( int num ) #

Returns the GI (Global Illumination) preset name by given index.

Arguments

  • int num - GI preset index.

Return value

GI preset name.

string GetSSRTGIPresetName ( int num ) #

Returns the SSRTGI (Screen-Space Ray-Traced Global Illumination) preset name by given index.

Arguments

  • int num - SSRTGI preset index.

Return value

SSRTGI preset name.

string GetSSAOPresetName ( int num ) #

Returns the SSAO (Screen Space Ambient Occlusion) preset name by given index.

Arguments

  • int num - SSAO preset index.

Return value

SSAO preset name.

string GetSSGIPresetName ( int num ) #

Returns the SSGI (Screen-Space Global Illumination) preset name by given index.

Arguments

  • int num - SSGI preset index.

Return value

SSGI preset name.

string GetBentNormalPresetName ( int num ) #

Returns the Bent Normal preset name by given index.

Arguments

  • int num - Bent Normal preset index.

Return value

Bent Normal preset name.

string GetSSRPresetName ( int num ) #

Returns the SSR preset name by given index.

Arguments

  • int num - SSR preset index.

Return value

SSR preset name.

string GetSSSSSPresetName ( int num ) #

Returns the SSSSS preset name by given index.

Arguments

  • int num - SSSSS preset index.

Return value

SSSSS preset name.

string GetMotionBlurPresetName ( int num ) #

Returns the Motion Blur preset name by given index.

Arguments

  • int num

Return value

Motion Blur preset name.

string GetDOFPresetName ( int num ) #

Returns the DOF preset name by given index.

Arguments

  • int num

Return value

DOF preset name.

string GetLandscapeTerrainGeometryPresetName ( int num ) #

Returns the Landscape Terrain Geometry preset name by given index.

Arguments

  • int num - Landscape Terrain Geometry preset index.

Return value

Landscape Terrain Geometry preset name.

string GetLandscapeTerrainStreamingPresetName ( int num ) #

Returns the Landscape Terrain Streaming preset name by given index.

Arguments

  • int num - Landscape Terrain Streaming preset index.

Return value

Landscape Terrain Streaming preset name.

string GetWaterGeometryPresetName ( int num ) #

Returns the Global Water Geometry preset name by given index.

Arguments

  • int num - Global Water Geometry preset index.

Return value

Global Water Geometry preset name.

bool IsViewportModeStereo ( Render.VIEWPORT_MODE mode ) #

Returns a value indicating if the specified mode is one of the stereo rendering modes.

Arguments

Return value

true if the specified mode is one of the stereo rendering modes; otherwise false.

bool IsViewportModePanorama ( Render.VIEWPORT_MODE mode ) #

Returns a value indicating if the specified mode is one of the panorama rendering modes.

Arguments

Return value

true if the specified mode is one of the panorama rendering modes; otherwise false.

void ClearDebugMaterials ( ) #

Clears all global debug materials.

void SetDebugMaterial ( int num, Material material ) #

Replaces the debug material with the specified number with the new debug material specified. The number of material determines the order in which the expressions assigned to it are executed.

Arguments

Material GetDebugMaterial ( int num ) #

Returns a debug material applied globally by its number.

Arguments

Return value

Debug material applied globally with the specified number.

void InsertDebugMaterial ( int num, Material material ) #

Inserts a new global debug material to the list of globally applied debug materials.

Arguments

  • int num - Position at which a new debug material is to be inserted.
  • Material material - Debug material to be inserted into the list of globally applied debug materials.

int FindDebugMaterial ( Material material ) #

Returns the number of the specified debug material applied globally. This number determines the order in which the assigned expressions are executed.

Arguments

  • Material material - Debug material for which a number is to be found.

Return value

Debug material number in the range from 0 to the total number of debug materials, or -1 if the specified material was not found.

void AddDebugMaterial ( Material material ) #

Adds a new global debug material.

Arguments

  • Material material - Debug material to be applied globally.

void RemoveDebugMaterial ( int num ) #

Removes the global debug material with the specified number.

Arguments

void SwapDebugMaterials ( int num_0, int num_1 ) #

Swaps two debug materials with specified numbers. The number of material determines the order in which the expressions assigned to it are executed.

Arguments

void SetDebugMaterialEnabled ( int num, bool enabled ) #

Enables or disables the debug material with the specified number. When a material is disabled (inactive), the scripts attached to it are not executed.

Arguments

  • int num - Debug material number in the range from 0 to the total number of debug materials.
  • bool enabled - 1 to enable the debug material with the specified number, 0 to disable it.

bool GetDebugMaterialEnabled ( int num ) #

Returns a value indicating if the debug 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 debug material with the specified number is enabled; otherwise, 0.

Texture GetCacheTexture ( UGUID guid ) #

Arguments

Last update: 2022-09-08
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