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Unigine.Render Class

Provides access to Unigine rendering functions. For example, it is used by Wall 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.
REFRACTION = 5Refraction pass.
TRANSPARENT_BLUR = 6Transparent blur pass.
AMBIENT = 7Ambient pass.
LIGHT_VOXEL_PROBE = 8Light voxel probe pass.
LIGHT_ENVIRONMENT_PROBE = 9Light environment probe pass.
LIGHT_PLANAR_PROBE = 10Light planar probe pass.
LIGHT_OMNI = 11Omni light pass.
LIGHT_PROJ = 12Proj light pass.
LIGHT_WORLD = 13World light pass.
SHADOW = 14Shadow pass.
DEPTH_PRE_PASS = 15Depth pre-pass.
MS_DEPTH = 16MS depth pass.
POST = 17Post materials pass.
LIGHTMAP_DATA = 18Lightmap data rendering 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.

CALLBACK_INDEX#

NameDescription
BEGIN = 0Beginning of the callback range.
BEGIN_ENVIRONMENT = 1Callback before the Environment rendering stage.
END_ENVIRONMENT = 2Callback after the Environment rendering stage.
BEGIN_SHADOWS = 3Callback before the shadows rendering stage.
BEGIN_WORLD_SHADOW = 4Callback before the stage of rendering shadows from World light sources.
END_WORLD_SHADOW = 5Callback after the stage of rendering shadows from World light sources.
BEGIN_PROJ_SHADOW = 6Callback before the stage of rendering shadows from Projected light sources.
END_PROJ_SHADOW = 7Callback after the stage of rendering shadows from Projected light sources.
BEGIN_OMNI_SHADOW = 8Callback before the stage of rendering shadows from Omni light sources.
END_OMNI_SHADOW = 9Callback after the stage of rendering shadows from Omni light sources.
END_SHADOWS = 10Callback after the shadows rendering stage.
BEGIN_SCREEN = 11Callback before the stage of rendering each screen (a stereo image has 2 screens, while a cubemap will have 6).
BEGIN_OPACITY_GBUFFER = 12Callback before filling the Gbuffer.
END_OPACITY_GBUFFER = 13Callback after filling the Gbuffer.
BEGIN_OPACITY_DECALS = 14Callback before the opacity decals rendering stage.
END_OPACITY_DECALS = 15Callback after the opacity decals rendering stage.
BEGIN_CURVATURE = 16Callback before the SSBevel effect rendering stage.
END_CURVATURE = 17Callback after the SSBevel effect rendering stage.
BEGIN_CURVATURE_COMPOSITE = 18Callback before the curvature rendering stage for the SSDirt effect.
END_CURVATURE_COMPOSITE = 19Callback after the curvature rendering stage for the SSDirt effect.
BEGIN_SSRTGI = 20Callback before the SSRTGI rendering stage.
END_SSRTGI = 21Callback after the SSRTGI rendering stage.
BEGIN_OPACITY_LIGHTS = 22Callback before the opacity lightgs rendering stage.
END_OPACITY_LIGHTS = 23Callback after the opacity lightgs rendering stage.
BEGIN_OPACITY_VOXEL_PROBES = 24Callback before the opacity voxel probes rendering stage.
END_OPACITY_VOXEL_PROBES = 25Callback after the opacity voxel probes rendering stage.
BEGIN_OPACITY_ENVIRONMENT_PROBES = 26Callback before the opacity environment probes rendering stage.
END_OPACITY_ENVIRONMENT_PROBES = 27Callback after the opacity environment probes rendering stage.
BEGIN_OPACITY_PLANAR_PROBES = 28Callback before the opacity planar probes rendering stage.
END_OPACITY_PLANAR_PROBES = 29Callback after the opacity planar probes rendering stage.
BEGIN_AUXILIARY_BUFFER = 30Callback before filling the auxiliary buffer.
END_AUXILIARY_BUFFER = 31Callback after filling the auxiliary buffer.
BEGIN_REFRACTION_BUFFER = 32Callback before filling the refraction buffer.
END_REFRACTION_BUFFER = 33Callback after filling the refraction buffer.
BEGIN_TRANSPARENT_BLUR_BUFFER = 34Callback before filling the transparent blur buffer.
END_TRANSPARENT_BLUR_BUFFER = 35Callback after filling the transparent blur buffer.
BEGIN_SSSS = 36Callback before the Screen-Space Shadow Shafts rendering stage.
END_SSSS = 37Callback after the Screen-Space Shadow Shafts rendering stage.
BEGIN_SSR = 38Callback before the SSR rendering stage.
END_SSR = 39Callback after the SSR rendering stage.
BEGIN_SSAO = 40Callback before the SSAO rendering stage.
END_SSAO = 41Callback after the SSAO rendering stage.
BEGIN_SSGI = 42Callback before the SSGI rendering stage.
END_SSGI = 43Callback after the SSGI rendering stage.
BEGIN_SKY = 44Callback after the sky rendering stage.
END_SKY = 45Callback after the sky rendering stage.
BEGIN_COMPOSITE_DEFERRED = 46Callback before the clouds deferred composite stage.
END_COMPOSITE_DEFERRED = 47Callback after the clouds deferred composite stage.
BEGIN_TRANSPARENT = 48Callback before the transparent objects rendering stage.
BEGIN_CLOUDS = 49Callback before the clouds rendering stage.
END_CLOUDS = 50Callback after the clouds rendering stage.
BEGIN_WATER = 51Callback before the water rendering stage.
BEGIN_WATER_DECALS = 52Callback before the water decals rendering stage.
END_WATER_DECALS = 53Callback after the water decals rendering stage.
BEGIN_WATER_LIGHTS = 54Callback before the water lights rendering stage.
END_WATER_LIGHTS = 55Callback after the water lights rendering stage.
BEGIN_WATER_VOXEL_PROBES = 56Callback before the water voxel probes rendering stage.
END_WATER_VOXEL_PROBES = 57Callback after the water voxel probes rendering stage.
BEGIN_WATER_ENVIRONMENT_PROBES = 58Callback before the water environment probes rendering stage.
END_WATER_ENVIRONMENT_PROBES = 59Callback after the water environment probes rendering stage.
BEGIN_WATER_PLANAR_PROBES = 60Callback before the water planar probes rendering stage.
END_WATER_PLANAR_PROBES = 61Callback after the water planar probes rendering stage.
END_WATER = 62Callback after the water rendering stage.
END_TRANSPARENT = 63Callback after the transparent objects rendering stage.
BEGIN_SRGB_CORRECTION = 64Callback before the sRGB correction stage.
END_SRGB_CORRECTION = 65Callback after the sRGB correction stage.
BEGIN_ADAPTATION_COLOR_AVERAGE = 66Callback before the calculation of automatic exposure and white balance correction.
END_ADAPTATION_COLOR_AVERAGE = 67Callback after the calculation of automatic exposure and white balance correction.
BEGIN_ADAPTATION_COLOR = 68Callback before the color adaptation rendering stage (automatic exposure and white balance correction).
END_ADAPTATION_COLOR = 69Callback after the color adaptation rendering stage (automatic exposure and white balance correction).
BEGIN_TAA = 70Callback before the Temporal Anti-Aliasing (TAA) pass.
END_TAA = 71Callback after the Temporal Anti-Aliasing (TAA) pass.
BEGIN_CAMERA_EFFECTS = 72Callback before the camera effects stage.
END_CAMERA_EFFECTS = 73Callback after the camera effects stage.
BEGIN_POST_MATERIALS = 74Callback before the post materials rendering stage.
END_POST_MATERIALS = 75Callback after the post materials rendering stage.
BEGIN_DEBUG_MATERIALS = 76Callback before the debug materials stage.
END_DEBUG_MATERIALS = 77Callback after the debug materials stage.
BEGIN_VISUALIZER = 78Callback before the visualizer rendering stage.
END_VISUALIZER = 79Callback after the visualizer rendering stage.
END_SCREEN = 80Callback after the stage of rendering each screen (a stereo image has 2 screens, while a cubemap will have 6).
END = 81End of the callback range.
NUM_CALLBACKS = 82Callback counter.

GGX_MIPMAPS_QUALITY#

Quality of GGX mipmaps for environment reflections on rough surfaces.
NameDescription
LOW = 0Low quality of GGX mipmaps.
MEDIUM = 1Medium quality of GGX mipmaps.
HIGH = 2High quality of GGX mipmaps.
ULTRA = 3Ultra quality of GGX mipmaps.

STREAMING_MESHES_PREFETCH#

NameDescription
DISABLE = 0Asynchronous pre-loading of meshes is disabled.
RADIUS = 1Asynchronous pre-loading of meshes is enabled within a certain radius.
FULL = 2Asynchronous pre-loading of all meshes is enabled.

STREAMING_MESHES#

NameDescription
ASYNC = 0Asynchronous streaming of meshes.
FORCE = 1Force-loading of meshes.
ALL = 2Loading of all meshes.

STREAMING_TEXTURES#

NameDescription
ASYNC = 0Asynchronous streaming of textures.
FORCE = 1Force-loading of textures.

SHOW_TEXTURE_RESOLUTION_UV#

NameDescription
MODE_0 = 0
MODE_1 = 1

SHOW_TEXTURE_RESOLUTION#

NameDescription
DISABLED = 0
BY_MAX_PIXEL_COUNT = 1
BY_SCREEN_SIZE = 2

SHOW_IMMOVABLE#

NameDescription
DISABLED = 0Do not display geometry with or without the Immovable option.
OPTION_ENABLED = 1Display geometry with the Immovable option enabled.
OPTION_DISABLED = 2Display geometry with the Immovable option disabled.

SHOW_VERTEX_COLOR#

NameDescription
DISABLED = 0
RED = 1Display geometry that uses the red vertex color channel.
GREEN = 2Display geometry that uses the green vertex color channel.
BLUE = 3Display geometry that uses the blue vertex color channel.
ALPHA = 4Display geometry that uses the alpha vertex color channel.
RGB = 5Display geometry that uses RGB vertex color channels.

TONEMAPPER#

Tone mapping mode.
NameDescription
FILMIC = 0Filmic - basic customizable filmic tone mapping mode.
ACES = 1ACES - tone mapping in accordance with the industry standard set by the Academy Color Encoding System (ACES) for television and film.
MIX_ACES_WITH_REINHARD = 2Mix ACES With Reinhard - Combination of ACES and Reinhard tone mapping.
REINHARD = 3Reinhard - Simple Reinhard. C/(1+C) formula applied to each of the channels. May cause slight desaturation.
REINHARD_LUMA_BASED = 4Reinhard Luma-Based - Luma-based Reinhard tone mapping, applied to luminance only. More accurate representation of colors.

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).

VSYNC#

NameDescription
DISABLE = 0Vertical FPS synchronization is disabled.
STRICT = 1Strict vertical FPS synchronization.
ADAPTIVE = 2Adaptive vertical FPS synchronization (OpenGL only).

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 ShowFieldMask#

Console: render_show_field_mask
The value indicating whether the visualizer is enabled to highlight the surfaces that use the specified bits of the field mask.
The default value is false.

int ShowFieldMaskBits#

Console: render_show_field_mask_bits
The value indicating which bit or bits of the field mask are used for visualization. The surfaces that use the specified bits of the field mask will be highlighted. To use this option, rendering of the relevant visualizer (see the ShowFieldMask property) should be enabled.

bool ShowShadowMask#

Console: render_show_shadow_mask
The value indicating whether the visualizer is enabled to highlight the surfaces that use the specified bits of the shadow mask.
The default value is false.

int ShowShadowMaskBits#

Console: render_show_shadow_mask_bits
The value indicating which bit or bits of the shadow mask are used for visualization. The surfaces that use the specified bits of the shadow mask will be highlighted. To use this option, rendering of the relevant visualizer (see the ShowShadowMask property) should be enabled.

bool ShowObstacleMask#

Console: render_show_obstacle_mask
The value indicating whether the visualizer is enabled to highlight the surfaces that use the specified bits of the obstacle mask.
The default value is false.

int ShowObstacleMaskBits#

Console: render_show_obstacle_mask_bits
The value indicating which bit or bits of the obstacle mask are used for visualization. The surfaces that use the specified bits of the obstacle mask will be highlighted. To use this option, rendering of the relevant visualizer (see the ShowObstacleMask property) should be enabled.

bool ShowMaterialMask#

Console: render_show_material_mask
The value indicating whether the visualizer is enabled to highlight the surfaces that use the specified bits of the material mask.
The default value is false.

int ShowMaterialMaskBits#

Console: render_show_material_mask_bits
The value indicating which bit or bits of the material mask are used for visualization. The surfaces that use the specified bits of the material mask will be highlighted. To use this option, rendering of the relevant visualizer (see the ShowMaterialMask property) should be enabled.

bool ShowViewportMask#

Console: render_show_viewport_mask
The value indicating whether the visualizer is enabled to highlight the surfaces that use the specified bits of the viewport mask.
The default value is false.

int ShowViewportMaskBits#

Console: render_show_viewport_mask_bits
The value indicating which bit or bits of the viewport mask are used for visualization. The surfaces that use the specified bits of the viewport mask will be highlighted. To use this option, rendering of the relevant visualizer (see the ShowViewportMask property) should be enabled.

bool ShowPhysicalMask#

Console: render_show_physical_mask
The value indicating whether the visualizer is enabled to highlight the surfaces that use the specified bits of the physical mask.
The default value is false.

int ShowPhysicalMaskBits#

Console: render_show_physical_mask_bits
The value indicating which bit or bits of the physical mask are used for visualization. The surfaces that use the specified bits of the physical mask will be highlighted. To use this option, rendering of the relevant visualizer (see the ShowPhysicalMask property) should be enabled.

bool ShowCollisionMask#

Console: render_show_collision_mask
The value indicating whether the visualizer is enabled to highlight the surfaces that use the specified bits of the collision mask.
The default value is false.

int ShowCollisionMaskBits#

Console: render_show_collision_mask_bits
The value indicating which bit or bits of the collision mask are used for visualization. The surfaces that use the specified bits of the collision mask will be highlighted. To use this option, rendering of the relevant visualizer (see the ShowCollisionMask property) should be enabled.

bool ShowNavigationMask#

Console: render_show_navigation_mask
The value indicating whether the visualizer is enabled to highlight the surfaces that use the specified bits of the navigation mask.
The default value is false.

int ShowNavigationMaskBits#

Console: render_show_navigation_mask_bits
The value indicating which bit or bits of the navigation mask are used for visualization. The surfaces that use the specified bits of the navigation mask will be highlighted. To use this option, rendering of the relevant visualizer (see the ShowNavigationMask property) should be enabled.

bool ShowIntersectionMask#

Console: render_show_intersection_mask
The value indicating whether the visualizer is enabled to highlight the surfaces that use the specified bits of the intersection mask.
The default value is false.

int ShowIntersectionMaskBits#

Console: render_show_intersection_mask_bits
The value indicating which bit or bits of the intersection mask are used for visualization. The surfaces that use the specified bits of the intersection mask will be highlighted. To use this option, rendering of the relevant visualizer (see the ShowIntersectionMask property) should be enabled.

bool ShowSoundSourceMask#

Console: render_show_sound_source_mask
The value indicating whether the visualizer is enabled to highlight the surfaces that use the specified bits of the sound source mask.
The default value is false.

int ShowSoundSourceMaskBits#

Console: render_show_sound_source_mask_bits
The value indicating which bit or bits of the sound source mask are used for visualization. The surfaces that use the specified bits of the sound source mask will be highlighted. To use this option, rendering of the relevant visualizer (see the ShowSoundSourceMask property) should be enabled.

bool ShowSoundReverbMask#

Console: render_show_sound_reverb_mask
The value indicating whether the visualizer is enabled to highlight the surfaces that use the specified bits of the reverberation mask.
The default value is false.

int ShowSoundReverbMaskBits#

Console: render_show_sound_reverb_mask_bits
The value indicating which bit or bits of the reverberation mask are used for visualization. The surfaces that use the specified bits of the reverberation mask will be highlighted. To use this option, rendering of the relevant visualizer (see the ShowSoundReverbMask property) should be enabled.

bool ShowSoundOcclusionMask#

Console: render_show_sound_occlusion_mask
The value indicating whether the visualizer is enabled to highlight the surfaces that use the specified bits of the sound occlusion mask.
The default value is false.

int ShowSoundOcclusionMaskBits#

Console: render_show_sound_occlusion_mask_bits
The value indicating which bit or bits of the sound occlusion mask are used for visualization. The surfaces that use the specified bits of the sound occlusion mask will be highlighted. To use this option, rendering of the relevant visualizer (see the ShowSoundOcclusionMask property) should be enabled.

bool ShowPhysicalExclusionMask#

Console: render_show_physical_exclusion_mask
The value indicating whether the visualizer is enabled to highlight the surfaces that use the specified bits of the physical exclusion mask.
The default value is false.

int ShowPhysicalExclusionMaskBits#

Console: render_show_physical_exclusion_mask_bits
The value indicating which bit or bits of the physical exclusion mask are used for visualization. The surfaces that use the specified bits of the physical exclusion mask will be highlighted. To use this option, rendering of the relevant visualizer (see the ShowPhysicalExclusionMask property) should be enabled.

bool ShowPhysicsIntersectionMask#

Console: render_show_physics_intersection_mask
The value indicating whether the visualizer is enabled to highlight the surfaces that use the specified bits of the physics intersection mask.
The default value is false.

int ShowPhysicsIntersectionMaskBits#

Console: render_show_physics_intersection_mask_bits
The value indicating which bit or bits of the physics intersection mask are used for visualization. The surfaces that use the specified bits of the physics intersection mask will be highlighted. To use this option, rendering of the relevant visualizer (see the ShowPhysicsIntersectionMask property) should be enabled.

bool ShowQueries#

Console: render_show_queries
The value indicating whether occlusion query boxes are displayed in the viewport.

bool ShowDecals#

Console: render_show_decals
The value indicating whether the visualizer is displayed for decals.

bool ShowScissors#

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

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.

bool ShowOccluder#

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

bool ShowCascades#

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

float ShowVisualizerDistance#

Console: render_show_visualizer_distance
The distance from the camera within which the helpers are visualized.

Range of values: [0, 100000]. The default value is 500.

bool ShowWorldShadowCasters#

Console: render_show_world_shadow_casters
The value indicating whether the visualizer is displayed for surfaces that are configured to cast shadows from the current World Light.
The default value is false.

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 false.

bool ShowEmission#

Console: render_show_emission
The value indicating whether the visualizer is displayed for materials with the Emission state enabled or connecting any data to the Emission input in the material graph.
The default value is false.

bool ShowMeshStatics#

Console: render_show_mesh_statics
The value indicating whether the visualizer is displayed for static meshes.
The default value is false.

bool ShowMeshDynamics#

Console: render_show_mesh_dynamics
The value indicating whether the visualizer is displayed for dynamic meshes.
The default value is false.

bool ShowComplexShadowShader#

Console: render_show_complex_shadow_shader
The value indicating whether the visualizer is displayed for objects that cast shadows in the following way: the pixels are cut out during the shadow pass, as it's done in Alpha Test or Alpha Blend materials, materials assigned to animated Mesh Skinned, opaque materials with the enabled Depth Offset or any other effects that affect shadows.
The default value is false.

bool ShowSurfaceCustomTextureNotAvailable#

Console: render_show_surface_custom_texture_not_available
The value indicating whether the visualizer is displayed for surfaces the materials of which use the surface custom texture in the material graph, however the option is not enabled for the surface.
The default value is false.

bool ShowSurfaceCustomTextureNotUsed#

Console: render_show_surface_custom_texture_not_used
The value indicating whether the visualizer is displayed for surfaces with the surface custom texture enabled and/or set, but not used in the material graph.
The default value is false.

bool ShowSurfaceCustomTexture#

Console: render_show_surface_custom_texture
The value indicating whether the visualizer is displayed for surfaces with the surface custom texture enabled.
The default value is false.

bool ShowPhysicsIntersection#

Console: render_show_physics_intersection
The value indicating whether the visualizer is displayed for surfaces with the physics intersection enabled.
The default value is false.

bool ShowIntersection#

Console: render_show_intersection
The value indicating whether the visualizer is displayed for surfaces with the Intersection enabled.
The default value is false.

bool ShowManualMaterials#

Console: render_show_manual_materials
The value indicating whether the visualizer is displayed for objects with manual materials.
The default value is false.

bool ShowNonManualMaterials#

Console: render_show_non_manual_materials
The value indicating whether the visualizer is displayed for objects with non-manual materials.
The default value is false.

bool ShowClusters#

Console: render_show_clusters
The value indicating whether the visualizer is displayed for Mesh Cluster objects.
The default value is false.

int ShowImmovable#

Console: render_show_immovable
The value visualizing the state of the Immovable option for objects.
One of the following values:
  • 0 - disabled (by default)
  • 1 - show objects with Immovable option enabled
  • 2 - show objects with Immovable option disabled

bool ShowDynamic#

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

bool ShowTransparent#

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

bool ShowAmbient#

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

bool ShowGeodeticPivot#

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

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.

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.

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 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.

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 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)

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 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.

float ShowTextureResolutionBlend#

Console: render_show_texture_resolution_blend
The

Range of values: [0, 1]. The default value is 0.5.

Render.SHOW_TEXTURE_RESOLUTION_UV ShowTextureResolutionUVMode#

Console: render_show_texture_resolution_uv_mode
The
One of the following values:
  • 0 - UV0 (by default)
  • 1 - UV1

Render.SHOW_TEXTURE_RESOLUTION ShowTextureResolution#

Console: render_show_texture_resolution
The
One of the following values:

    int ShowTriangles#

    Console: render_show_triangles
    The wireframe mode for scene triangles.
    The default value is false.

    Render.SHOW_VERTEX_COLOR ShowVertexColor#

    Console: render_show_vertex_color
    The value indicating whether displaying of geometry that uses the selected vertex color is enabled.
    One of the following values:
    • 0 - disabled. (by default)
    • 1 - Red color.
    • 2 - Green color.
    • 3 - Blue color.
    • 4 - Alpha color.
    • 5 - RGB color.

    bool ShowNodesInteractionGrass#

    Console: render_show_nodes_interaction_grass
    The value indicating whether the visualizer is enabled for nodes with the Grass Interaction flag enabled.
    The default value is false.

    bool ShowNodesInteractionClutter#

    Console: render_show_nodes_interaction_clutter
    The value indicating whether the visualizer is enabled for nodes with the Clutter Interaction flag enabled.
    The default value is false.

    bool ShowNodesInteractionTrigger#

    Console: render_show_nodes_interaction_trigger
    The value indicating whether the visualizer is enabled for nodes with the Trigger Interaction flag enabled.
    The default value is false.

    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.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via CloudsQualityPreset). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    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.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via CloudsQualityPreset). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    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.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via CloudsQualityPreset). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    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.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via CloudsQualityPreset). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    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
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via CloudsQualityPreset). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    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
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via CloudsQualityPreset). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    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
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via CloudsQualityPreset). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    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
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via CloudsQualityPreset). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    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
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via CloudsQualityPreset). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    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.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via CloudsQualityPreset). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    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 false.

    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.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via CloudsQualityPreset). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    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.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via CloudsQualityPreset). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    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 false.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via CloudsQualityPreset). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    bool CloudsFarClipping#

    Console: render_clouds_far_clipping
    The value indicating if far-plane clipping is used for clouds visibility.

    Controlling clouds visibility by increasing the far-plane distance significantly affects performance in many aspects (dynamic Environment Probes, etc.). You can disable this option when necessary as an optimization.

    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 false.

    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 false.

    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 false.

    bool TerrainGlobalDisplacement#

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

    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 false.

    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 false.

    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 false.

    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. But these per-light quality settings are ignored when global quality is set to Disabled.
    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 two 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.
    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 false.

    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 false.

    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 false.

    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

    Render.GGX_MIPMAPS_QUALITY EnvironmentGGXMipmapsQuality#

    Console: render_environment_ggx_mipmaps_quality
    The GGX Mipmap quality mode for environment reflections on rough surfaces. Quality modes differ in the number of rays used to create a reflection on a rough surface.
    One of the following values:
    • Low - low quality (by default)
    • Medium - medium quality
    • High - high quality
    • Ultra - ultra quality

    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.

    TextureRamp ColorCorrectionRamp#

    The Color Correction ramp texture of the scene. An instance of the TextureRamp 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 false.

    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 false.

    int ScreenSpaceShadowShaftsMode#

    Console: render_screen_space_shadow_shafts_mode
    The rendering mode for volumetric screen-space shadow shafts. Shadow shafts (aka light shafts) can be generated in screen space for the Sun and the Moon to simulate the real world effect of crepuscular rays, or atmospheric shadowing of atmospheric in-scattering. These rays add depth and realism to any scene.
    Notice
    • This effect works for opaque geometry only.
    • It is recommended to use Screen-Space Shadow Shafts with relatively thick haze for visual consistency.
    • Disable this effect for indoor scenes as only world light sources are supported.
    One of the following values:
    • 0 - Disabled
    • 1 - Sun shadow shafts (by default)
    • 2 - Moon shadow shafts
    • 3 - Sun and Moon shadow shafts

    float ScreenSpaceShadowShaftsLength#

    Console: render_screen_space_shadow_shafts_length
    The length of volumetric screen-space shadow shafts.

    Range of values: [0.0f, 100.0f]. The default value is 3.0f.

    int ScreenSpaceShadowShaftsQuality#

    Console: render_screen_space_shadow_shafts_quality
    The quality of screen-space shadow shafts. Defines the number of steps to be used when generating the texture for this effect. Lower quality values may result in noticeable banding effect especially in case of long shadow shafts. Medium quality is usually enough, but you can increase it if shafts are long enough and banding effect becomes noticeable.
    One of the following values:
    • Low - low quality
    • Medium - medium quality (by default)
    • High - high quality
    • Ultra - ultra quality

    int ScreenSpaceShadowShaftsResolution#

    Console: render_screen_space_shadow_shafts_resolution
    The resolution of the texture to which screen-space shadows are rendered.
    One of the following values:
    • Quarter - quarter resolution
    • Half - half resolution (by default)
    • Full - full resolution

    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 false.

    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 false.

    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)
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via DOFPreset). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    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
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via DOFPreset). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    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 false.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via DOFPreset). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    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 false.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via DOFPreset). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    bool DOF#

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

    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.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via MotionBlurPreset). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    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.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via MotionBlurPreset). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    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.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via MotionBlurPreset). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    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.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via MotionBlurPreset). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    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.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via MotionBlurPreset). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    float MotionBlurDepthThresholdFar#

    Console: render_motion_blur_depth_threshold_far
    The value defining if the blur effect is applied to the background object. If the distance between the foreground object and the background object is less than this threshold value, the motion blur effect won't be applied to the background object. To use this option, rendering of the motion blur effect (see the MotionBlur property) should be enabled.
    Notice
    Disabled in VR mode by default.

    Range of values: [0.0f, inf]. The default value is 0.5f.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via MotionBlurPreset). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    float MotionBlurDepthThresholdNear#

    Console: render_motion_blur_depth_threshold_near
    The value defining if the blur effect is applied to the foreground object. If the distance between the foreground object and the background object is less than this threshold value, the motion blur effect won't be applied to the foreground object. To use this option, rendering of the motion blur effect (see the MotionBlur property) should be enabled.
    Notice
    Disabled in VR mode by default.

    Range of values: [0.0f, inf]. The default value is 0.2f.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via MotionBlurPreset). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    float MotionBlurVelocityBlurRadius#

    Console: render_motion_blur_velocity_blur_radius
    The radius of the motion blur effect for the boundary between moving and static objects.

    Range of values: [0.0f, inf]. The default value is 0.5f.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via MotionBlurPreset). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    int MotionBlurVelocityBlurSamples#

    Console: render_motion_blur_velocity_blur_samples
    The number of iterations performed to blur the border between moving and static objects. Higher values ensure a higher quality of blurring, but affect the performance. To use this option, rendering of the motion blur effect (see the MotionBlur property) should be enabled.
    Notice
    Disabled in VR mode by default.

    Range of values: [0, 512]. The default value is 32.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via MotionBlurPreset). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    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 false.

    float CameraEffectsTemporalFilteringColorClampingIntensity#

    Console: render_camera_effects_temporal_filtering_color_clamping_intensity
    The intensity of TAA color clamping for the Bloom 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 Min Velocity Clamping (see the CameraEffectsTemporalFilteringMinVelocityClamping property) and Max Velocity Clamping (see the CameraEffectsTemporalFilteringMaxVelocityClamping property), while higher values reduce ghosting effect, but increase flickering.
    Notice
    This option is available only when the temporal filtering (see the CameraEffectsTemporalFiltering property) is enabled.

    Range of values: [1.0f, inf]. The default value is 3.0f.

    float CameraEffectsTemporalFilteringMinVelocityClamping#

    Console: render_camera_effects_temporal_filtering_min_velocity_clamping
    The sensitivity of TAA color clamping for the Bloom effect for static objects. This parameter is used to reduce ghosting effect for lower Color Clamping Intensity (see the CameraEffectsTemporalFilteringColorClampingIntensity property) values: higher values reduce ghosting, but at the same time reduce the temporal filter effect.
    Notice
    This option is available only when the temporal filtering (see the CameraEffectsTemporalFiltering property) is enabled.

    Range of values: [0.0f, 1.0f]. The default value is 0.05f.

    float CameraEffectsTemporalFilteringMaxVelocityClamping#

    Console: render_camera_effects_temporal_filtering_max_velocity_clamping
    The sensitivity of TAA color clamping for the Bloom effect for moving objects. This parameter is used to reduce ghosting effect for lower Color Clamping Intensity (see the CameraEffectsTemporalFilteringColorClampingIntensity property) values: higher values reduce ghosting, but at the same time reduce the temporal filter effect.
    Notice
    This option is available only when the temporal filtering (see the CameraEffectsTemporalFiltering property) is enabled.

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

    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)

    bool IndirectDiffuseTemporalFilteringEnabled#

    Console: render_indirect_diffuse_temporal_filtering_enabled
    The value indicating if temporal filtering for Indirect Diffuse is enabled. Temporal filtering reduces flickering of indirect diffuse light.
    The default value is true.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via DenoisePreset). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    float IndirectDiffuseTemporalFilteringFrameCount#

    Console: render_indirect_diffuse_temporal_filtering_frame_count
    The frame count of temporal filtering for the indirect diffuse effect. Specifies the number of frames for the velocity buffer. The higher the value, the more frames are combined into the final image and the better anti-aliasing.

    Range of values: [0.0f, inf]. The default value is 50.0f.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via DenoisePreset). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    float IndirectDiffuseTemporalFilteringColorClampingIntensity#

    Console: render_indirect_diffuse_temporal_filtering_color_clamping_intensity
    The intensity of temporal filtering color clamping at zero pixel velocity for Indirect Diffuse. 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 Indirect Diffuse Color Clamping Velocity Threshold (see the IndirectDiffuseTemporalFilteringColorClampingVelocityThreshold property), while higher values reduce ghosting effect, but increase flickering.

    Range of values: [0.0f, 1.0f]. The default value is 1.0f.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via DenoisePreset). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    float IndirectDiffuseTemporalFilteringColorClampingVelocityThreshold#

    Console: render_indirect_diffuse_temporal_filtering_color_clamping_velocity_threshold
    The sensitivity of temporal filtering color clamping for Indirect Diffuse to pixel velocity change. This parameter is used to reduce ghosting effect for lower Color Clamping Intensity (see the IndirectDiffuseTemporalFilteringColorClampingIntensity 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 100.0f.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via DenoisePreset). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    bool IndirectDiffuseDenoiseEnabled#

    Console: render_indirect_diffuse_denoise_enabled
    The value indicating if noise reduction for Indirect Diffuse is enabled.
    The default value is true.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via DenoisePreset). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    bool IndirectDiffuseDenoiseMaskEnabled#

    Console: render_indirect_diffuse_denoise_mask_enabled
    The value indicating if the denoise mask for Indirect Diffuse is enabled.This mask identifies which portions of the screen should be denoised more, and which — less. This may ensure more detailed ambient lighting.
    The default value is true.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via DenoisePreset). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    float IndirectDiffuseDenoiseThreshold#

    Console: render_indirect_diffuse_denoise_threshold
    The threshold value for color difference of neighboring pixels used for noise reduction for Indirect Diffuse. 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 1.0f.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via DenoisePreset). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    bool IndirectSpecularTemporalFilteringEnabled#

    Console: render_indirect_specular_temporal_filtering_enabled
    The value indicating if temporal filtering for Indirect Specular is enabled. Temporal filtering reduces flickering of Indirect Specular lighting.
    The default value is true.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via DenoisePreset). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    float IndirectSpecularTemporalFilteringFrameCount#

    Console: render_indirect_specular_temporal_filtering_frame_count
    The frame count of temporal filtering for Indirect Specular. Specifies the number of frames for the velocity buffer. The higher the value, the more frames are combined into the final image and the better anti-aliasing.

    Range of values: [0.0f, inf]. The default value is 50.0f.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via DenoisePreset). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    float IndirectSpecularTemporalFilteringColorClampingIntensity#

    Console: render_indirect_specular_temporal_filtering_color_clamping_intensity
    The intensity of temporal filtering color clamping at zero pixel velocity for Indirect Specular. 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 Indirect Specular Temporal Filtering Color Clamping Velocity Threshold (see the IndirectSpecularTemporalFilteringColorClampingVelocityThreshold property), while higher values reduce ghosting effect, but increase flickering.

    Range of values: [0.0f, 1.0f]. The default value is 1.0f.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via DenoisePreset). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    float IndirectSpecularTemporalFilteringColorClampingVelocityThreshold#

    Console: render_indirect_specular_temporal_filtering_color_clamping_velocity_threshold
    The sensitivity of temporal filtering color clamping for Indirect Specular to pixel velocity change. This parameter is used to reduce ghosting effect for lower Color Clamping Intensity (see the IndirectSpecularTemporalFilteringColorClampingIntensity 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 100.0f.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via DenoisePreset). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    bool IndirectSpecularDenoiseEnabled#

    Console: render_indirect_specular_denoise_enabled
    The value indicating if noise reduction for Indirect Specular is enabled.
    The default value is true.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via DenoisePreset). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    bool IndirectSpecularDenoiseMaskEnabled#

    Console: render_indirect_specular_denoise_mask_enabled
    The value indicating if the denoise mask for Indirect Specular is enabled.This mask identifies which portions of the screen should be denoised more, and which — less. This may ensure more detailed ambient lighting.
    The default value is true.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via DenoisePreset). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    float IndirectSpecularDenoiseThreshold#

    Console: render_indirect_specular_denoise_threshold
    The threshold value for color difference of neighboring pixels used for noise reduction for the Indirect Specular effect. 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 1.0f.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via DenoisePreset). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    int DenoisePreset#

    Console: render_denoise_preset
    The Denoise preset used at the moment. Sharpest to Smoothest — intensity of applying the noise reduction temporal filter (smoother settings cause more ghosting, but provide a more credible and smooth effect in static scenes). Low to High — quality of blur processing in denoiser (higher values are more performance-consuming). To customize the Denoise effect options at run time, activate the Custom preset.
    Source code (C#)
    // enabling the Custom preset (the last one) to customize the Denoise effect options at run time
    Render.DenoisePreset = Render.DenoisePresetNumNames - 1;
    
    // disabling the Indirect Diffuse Denoise option
    Render.IndirectDiffuseDenoiseEnabled = false;
    One of the following values:
    • 0 - Disabled (by default)
    • 1 - Sharpest Low
    • 2 - Sharpest High
    • 3 - Sharp Low
    • 4 - Sharp High
    • 5 - Smooth Low
    • 6 - Smooth High
    • 7 - Smoothest Low
    • 8 - Smoothest High
    • 9 - Custom

    int DenoisePresetNumNames#

    The number of Denoise presets.

    int DenoiseRadius#

    Console: render_denoise_radius
    The radius of each blur iteration in noise reduction. This value allows simulating a higher number of blur iterations without affecting performance. However, this may cause such screen-space artefact as insufficiently smooth denoiser blur.

    Range of values: [1, 3]. The default value is 1.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via DenoisePreset). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    int DenoiseNumBlurIterations#

    Console: render_denoise_num_blur_iterations
    The number of iterations performed for blurring. Higher values increase the blur radius, which helps to reduce noise even in areas with very intense noise. However this greatly affects performance. Recommended values are in range [3, 5].

    Range of values: [0, 10]. The default value is 5.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via DenoisePreset). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    float DenoiseDenoiseByVelocityThreshold#

    Console: render_denoise_denoise_by_velocity_threshold
    The velocity threshold for objects moving in the screen, exceeding which the denoiser blur intensity increases. This setting helps reduce noise and ghosting at high-speed movement.

    Range of values: [0.0f, inf]. The default value is 1.0f.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via DenoisePreset). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    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 false.

    int SSSSSPreset#

    Console: render_sssss_preset
    The SSSSS (Screen-Space Subsurface Scattering) preset used at the moment. To customize the SSSSS effect options at run time you should activate the Custom preset:
    Source code (C#)
    // enabling the Custom preset (the last one) to customize the SSSSS effect options at run time
    Render.SSSSSPreset = Render.SSSSSPresetNumNames - 1;
    
    // setting the SSSSS resolution mode
    Render.SSSSSResolution = 2;
    One of the following values:
    • 0 - Low (by default)
    • 1 - Medium
    • 2 - High
    • 3 - Ultra
    • 4 - Extreme
    • 5 - Custom

    int SSSSSPresetNumNames#

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

    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
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via SSSSSPreset). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    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
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via SSSSSPreset). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    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.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via SSSSSPreset). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    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

    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.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via SSSSSPreset). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    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 false.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via SSSSSPreset). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    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.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via SSSSSPreset). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    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.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via SSSSSPreset). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    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.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via SSSSSPreset). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    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.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via SSSSSPreset). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    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 false.

    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
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via SSSSSPreset). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    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
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via SSSSSPreset). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    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.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via SSSSSPreset). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    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 false.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via SSSSSPreset). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    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.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via SSSSSPreset). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    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.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via SSSSSPreset). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    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.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via SSSSSPreset). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    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 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 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.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via SSSSSPreset). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    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.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via SSSSSPreset). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    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.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via SSSSSPreset). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    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.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via SSSSSPreset). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    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
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via SSSSSPreset). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    float SSRTonemappingGamma#

    Console: render_ssr_tonemapping_gamma
    The tonemapping Gamma value for the SSR effect. Helps reducing noise for reflections from bright surfaces. 1.0f corresponds to the physically correct value. The recommended value is 2.0f — although it slightly reduces the reflection brightness, it also significantly reduces noise.

    Range of values: [0.0f, 10.0f]. The default value is 2.0f.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via SSRPreset). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    float SSRRoughnessMipOffset#

    Console: render_ssr_roughness_mip_offset
    The mip offset value for the SSR effect on rough surfaces. Enhances reading a color on rough surfaces on lower-resolution screens. This setting allows reducing the noise and improving performance.

    Range of values: [0.0f, 10.0f]. The default value is 4.0f.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via SSRPreset). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    float SSRPerspectiveCompensation#

    Console: render_ssr_perspective_compensation
    The perspective compensation value for the SSR effect. At 0.0f, the raymarching step size doesn't depend on the distance from the reflecting surface to the camera. At 1.0f, the raymarching step size linearly depends on the distance from the reflecting surface to the camera.

    Range of values: [0.0f, 1.0f]. The default value is 1.0f.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via SSRPreset). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    float SSRNonLinearStepSize#

    Console: render_ssr_non_linear_step_size
    The linear step size for the SSR effect. At 0.0f, all raymarching steps are of the same size. At 1.0f, each raymarching step is longer than a preceding one, which allows increasing the ray length while keeping the same number of raymarching steps.

    Range of values: [0.0f, 1.0f]. The default value is 1.0f.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via SSRPreset). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    int SSRAlphaAccumulationMode#

    Console: render_ssr_alpha_accumulation_mode
    The accumulation mode for Alpha values used when rendering screen-space reflections. Two modes are available:
    • Correct — physically correct implementation.
    • Boosted — artificial implementation that makes SSR more intense and adds additional contrast to some scenes.
    One of the following values:
    • 0 - Correct
    • 1 - Boosted (by default)
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via SSRPreset). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    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.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via SSRPreset). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    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.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via SSRPreset). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    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.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via SSRPreset). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    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.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via SSRPreset). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    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.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via SSRPreset). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    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.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via SSRPreset). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    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.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via SSRPreset). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    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
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via SSRPreset). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    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
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via SSRPreset). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    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
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via SSRPreset). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    bool SSRIncreasedAccuracy#

    Console: render_ssr_increased_accuracy
    The value indicating if increased accuracy option is enabled for the SSR (Screen Space Reflections). This option increases the accuracy of intersection detection between the ray and surfaces, which makes a reflection on smooth surfaces more detailed.
    The default value is false.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via SSRPreset). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    bool SSR#

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

    bool BentNormal#

    Console: render_bent_normal
    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 SSRTGIPreset property) is enabled.
    The default value is false.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via ). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    float BentNormalThreshold#

    Console: render_bent_normal_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 SSRTGIPreset property) is enabled.

    Range of values: [0.0f, inf]. The default value is 1.0f.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via ). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    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 SSRTGIPreset property) is enabled.
    The default value is false.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via ). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    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 SSRTGIPreset property) is enabled.

    Range of values: [0.0f, inf]. The default value is 1.0f.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via ). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    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.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via ). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    bool SSGI#

    Console: render_ssgi
    The value indicating if the SSGI (Screen Space Global Illumination) effect is enabled.
    The default value is false.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via ). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    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 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 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.

    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.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via ). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    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 SSRTGIPreset property).

    Range of values: [0.0f, inf]. The default value is 1.0f.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via SSRTGIPreset). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    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 SSRTGIPreset property).

    Range of values: [0.0f, 1.0f]. The default value is 0.5f.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via SSRTGIPreset). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    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 SSRTGIPreset property).

    Range of values: [1, 256]. The default value is 8.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via SSRTGIPreset). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    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 SSRTGIPreset property).

    Range of values: [1, 1024]. The default value is 8.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via SSRTGIPreset). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    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 SSRTGIPreset property).
    One of the following values:
    • Quarter - quarter resolution (by default)
    • Half - half resolution
    • Full - full resolution
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via SSRTGIPreset). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    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 SSRTGIPreset 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 SSRTGIPreset 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 SSRTGIPreset property).
    The default value is true.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via SSRTGIPreset). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    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 SSRTGIPreset property).
    The default value is true.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via SSRTGIPreset). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    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 Sharpen#

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

    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 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.

    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 Decals#

    Console: render_decals
    The value indicating if rendering of decals is enabled.
    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.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via AAPreset). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    int TAAPreset#

    Console: render_taa_preset
    The TAA (Temporal Anti-Aliasing) preset used at the moment. To customize Anti-Aliasing options at run time you should activate the Custom preset:
    Source code (C#)
    // enabling the Custom preset (the last one) to customize Temporal Anti-Aliasing options at run time
    Render.TAAPreset = Render.TAAPresetNumNames - 1;
    
    // disabling the velocity clamping option
    Render.TAAFramesByVelocity = false;
    One of the following values:
    • 0 - Sharpest (by default)
    • 1 - Sharp
    • 2 - Smooth
    • 3 - Smoothest
    • 4 - VR Mode
    • 5 - Custom

    int TAAPresetNumNames#

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

    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.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via TAAPreset). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    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 false.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via TAAPreset). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    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.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via TAAPreset). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    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.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via TAAPreset). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    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 false.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via TAAPreset). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    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.

    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 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 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.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via TAAPreset). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    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.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via TAAPreset). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    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.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via TAAPreset). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    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.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via TAAPreset). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    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
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via TAAPreset). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    float TAAEdgesFrameCountMultiplier#

    Console: render_taa_edges_frame_count_multiplier
    The

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

    bool FXAA#

    Console: render_fxaa
    The value indicating if FXAA (post-process anti-aliasing) is enabled.
    The default value is true.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via AAPreset). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    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.

    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.

    float StereoFocusSupersampling#

    The

    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 1
    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 1
    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 false.

    bool ForceStreaming#

    The enables force-streaming for all resources.

    int StreamingFirstFramesForce#

    Console: render_streaming_first_frames_force
    The number of frames to load immediately after the first frame. It will make the scene appear right at the application start-up.

    Range of values: [0, INT_MAX]. The default value is 60.

    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.

    int StreamingParticlesMemoryLimit#

    Console: render_streaming_particles_memory_limit
    The cache memory limit for vertices of particle systems, in percentage of the total GPU memory.
    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.

    float StreamingBudgetLoading#

    Console: render_streaming_budget_loading
    The time limit for loading graphics resources, in milliseconds per frame. Increasing the limit leads to increasing the streaming performance. However, memory consumption also increases due to a decrease in the resource loading speed.

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

    float StreamingBudgetDestroyTextures#

    Console: render_streaming_budget_destroy_textures
    The time limit for deleting textures, in milliseconds per frame. The Engine will distribute the textures cleanup process by the required number frames in order to not exceed the time limit. The number of frames will also depend on the amount of content in the scene and the computing capacity. Increasing the limit leads to increasing the streaming performance. However, memory consumption also increases due to a decrease in the texture unloading speed.

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

    float StreamingBudgetDestroyMeshes#

    Console: render_streaming_budget_destroy_meshes
    The time limit for deleting meshes, in milliseconds per frame. The Engine will distribute the meshes cleanup process by the required number frames in order to not exceed the time limit. The number of frames will also depend on the amount of content in the scene and the computing capacity. Increasing the limit leads to increasing the streaming performance. However, memory consumption also increases due to a decrease in the mesh unloading speed.

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

    Render.STREAMING_TEXTURES StreamingTexturesMode#

    Console: render_streaming_textures_mode
    The streaming mode for textures. The following modes are available:
    • Async - asynchronous loading of textures.
    • Force - force-loading of textures required for each frame at ones.
    One of the following values:
    • 0 - asynchronous streaming (by default)
    • 1 - force-loading of resources

    int StreamingTexturesMemoryLimit#

    Console: render_streaming_textures_memory_limit
    The cache memory limit used for textures streaming. This is a recommended value to aim for. So, it can be exceeded if textures are required to render the current frame. The memory limit is associated with the lifetime: textures are deleted from video memory only when both values are exceeded.

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

    int StreamingTexturesLifeTime#

    Console: render_streaming_textures_life_time
    The lifetime of GPU cache used for textures rendering. The engine deletes textures after this time only if the specified memory limit for textures streaming is also exceeded.

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

    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

    Render.STREAMING_MESHES StreamingMeshesModeVRAM#

    Console: render_streaming_meshes_mode_vram
    The streaming mode for loading meshes to video memory (VRAM). The following modes are available:
    • Async - asychronous loading of meshes.
    • Force - force-loading of meshes required for the current frame at once.
    • All - loading all meshes available in the project on the application start-up. This mode is good for small projects with few meshes.
    One of the following values:
    • 0 - asynchronous streaming (by default)
    • 1 - force-loading of resources
    • 2 - loading of all resources

    int StreamingMeshesLimitVRAM#

    Console: render_streaming_meshes_limit_vram
    The memory limit used for loading meshes to video memory (VRAM). This is a recommended value to aim for. So, it can be exceeded if meshes are required to render the current frame. The memory limit is associated with the lifetime: meshes are deleted from VRAM only when both values are exceeded.

    Range of values: [0, 100]. The default value is 4.

    int StreamingMeshesLifeTimeVRAM#

    Console: render_streaming_meshes_life_time_vram
    The lifetime of meshes in video memory since the last time they were accessed. The engine deletes meshes after this time only if the specified VRAM limit is also exceeded.

    Range of values: [0, 60]. The default value is 4.

    Render.STREAMING_MESHES StreamingMeshesModeRAM#

    Console: render_streaming_meshes_mode_ram
    The streaming mode for loading meshes to memory (RAM). The following modes are available:
    • Async - asychronous loading of meshes.
    • Force - force-loading of meshes required for the current frame at once.
    • All - loading all meshes available in the project on the application start-up. This mode is good for small projects with few meshes.
    One of the following values:
    • 0 - asynchronous streaming (by default)
    • 1 - force-loading of resources
    • 2 - loading of all resources

    int StreamingMeshesLimitRAM#

    Console: render_streaming_meshes_limit_ram
    The memory limit used for loading meshes to memory (RAM). This is a recommended value to aim for. So, it can be exceeded if meshes are required for the current frame. The memory limit is associated with the lifetime: meshes are deleted from RAM only when both values are exceeded.

    Range of values: [1, 100]. The default value is 5.

    int StreamingMeshesLifeTimeRAM#

    Console: render_streaming_meshes_life_time_ram
    The lifetime of meshes in memory since the last time they were accessed. The engine deletes meshes after this time only if the RAM limit is also exceeded.

    Range of values: [1, 60]. The default value is 20.

    Render.STREAMING_MESHES_PREFETCH StreamingMeshesPrefetchCollision#

    Console: render_streaming_meshes_prefetch_collision
    The mode of asynchronous pre-loading of meshes to memory before they are used. Pre-loading is available only for meshes, which have at least one surface with the Collision flag set. There are 3 modes of loading such meshes to RAM:
    • Disable - loading is disabled.
    • Radius - meshes within the prefetch radius are loaded.
    • Full - all meshes with the Collision flag are loaded.
    This method should be used when the Async streaming mode for meshes is set.
    One of the following values:
    • 0 - disable (by default)
    • 1 - physics
    • 2 - full

    Render.STREAMING_MESHES_PREFETCH StreamingMeshesPrefetchIntersection#

    Console: render_streaming_meshes_prefetch_intersection
    The mode of asynchronous pre-loading of meshes into memory before they are used. Pre-loading is available only for meshes, which have at least one surface with the Intersection flag set. There are 3 modes of loading such meshes to RAM:
    • Disable - loading is disabled.
    • Radius - all meshes within the prefetch radius are loaded.
    • Full - all meshes with the Intersection flag are loaded.
    This method should be used when the Async streaming mode for meshes is set.
    One of the following values:
    • 0 - disable (by default)
    • 1 - physics
    • 2 - full

    float StreamingMeshesPrefetchRadius#

    Console: render_streaming_meshes_prefetch_radius
    The radius within which meshes are pre-loaded into memory. The value should exceed the physics radius (for collisions) and/or the radius within which intersections are calculated.

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

    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. 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 false.

    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 false.

    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.

    Render.VSYNC VSync#

    Console: render_vsync
    The vertical synchronization (vsync) mode. The following modes are available:
    One of the following values:
    • 0 - Disable (by default)
    • 1 - Strict
    • 2 - Adaptive

    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 custom viewport set for the main application window. To get the main viewport regardless of whether it is a custom or default one use ViewportMain.
    Notice
    In case the default viewport is used the return value will be nullptr

    Viewport ViewportMain#

    The main application window viewport. The return value is the main application window viewport, regardless of whether it is a custom or default one (unlike the 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.

    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 LandscapeCacheCPUPrefetchRadius#

    Console: render_landscape_cache_cpu_prefetch_radius
    The radius within which heights data is pre-loaded into memory for correct calculation of collisions and intersections.

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

    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 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.

    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.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via LandscapeTerrainGeometryPreset). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    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.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via LandscapeTerrainGeometryPreset). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    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.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via LandscapeTerrainGeometryPreset). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    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.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via LandscapeTerrainStreamingPreset). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    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.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via LandscapeTerrainStreamingPreset). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    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.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via LandscapeTerrainStreamingPreset). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    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
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via LandscapeTerrainStreamingPreset). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    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.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via LandscapeTerrainStreamingPreset). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    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.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via LandscapeTerrainStreamingPreset). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    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.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via LandscapeTerrainStreamingPreset). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    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 rendering of the Visualizer and other FFP lines.

    bool WireframeAntialiasing#

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

    bool EnvironmentHazeScreenSpaceGlobalIllumination#

    Console: render_environment_haze_screen_space_global_illumination
    The value indicating if the Screen-Space Haze Global Illumination effect is enabled. SSHGI - is a screen-space effect ensuring consistency of haze color with the current color of Global Illumination.
    Notice
    Available for Physically Based haze gradient mode only.
    The default value is true.

    bool EnvironmentHazeTemporalFilter#

    Console: render_environment_haze_temporal_filter
    The value indicating if temporal filtering for the Screen-Space Haze Global Illumination effect is enabled.
    The default value is true.

    float EnvironmentHazeColorizationThreshold#

    Console: render_environment_haze_colorization_threshold
    The treshold value for scene depth used when setting haze color for the SSHGI effect in "information lost" areas on the screen.
    • 0 - haze color is defined only by surfaces currently visible on the screen.
    • 1 - haze color is defined by surfaces everywhere, even in "information lost" areas.

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

    float EnvironmentHazeColorizationIntensity#

    Console: render_environment_haze_colorization_intensity
    The colorization intensity value that defines haze color in "information lost" areas on the screen.
    • 0 - haze in "information lost" areas will have the initial color (same as it would be without SSHGI).
    • 1 - haze in "information lost" areas will have the less bright color among the two, initial color and haze color with SSHGI correction.

    This parameter is ignored when Colorization Threshold is set to 1, as there will be no "information lost" areas not covered by SSHGI.


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

    float EnvironmentHazeScatteringMieFresnelPower#

    The power of the Fresnel effect for Mie visibility. Higher values will tighten up the areas affected, while lower ones will allow more areas to be affected by the Fresnel effect.

    float EnvironmentHazeScatteringMieFrontSideIntensity#

    The

    float EnvironmentHazeScatteringMieIntensity#

    The minimum Mie intensity value for geometry-occluded areas. This value specifies the fraction of Mie intensity visible when the surface is viewed from straight on. Setting this value to 1 disables the Fresnel effect. You can use this parameter together with Mie Frontside Intensity (see the EnvironmentHazeScatteringMieFrontSideIntensity property) and Mie Fresnel Power (see the EnvironmentHazeScatteringMieFresnelPower property) to control light occlusion from World light sources. Works for both, opaque and transparent objects.

    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.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via SSRPreset). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    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.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via SSRPreset). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    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
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via ). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    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 false.

    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 false.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via AAPreset). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    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.

    bool ShadowsWorldCascadesCullingClusters#

    Console: render_shadows_world_cascades_culling_clusters
    The value indicating whether culling of shadow cascades is enabled for Mesh Cluster/Clutter objects. If enabled, the Mesh Cluster/Clutter objects rendered in the nearest cascade won't be rendered again in farther cascades. If disabled, the Mesh Cluster objects rendered in the nearest cascade will also be rendered in all other cascades. In some cases performance may be better if this option is disabled.
    The default value is false.

    bool ReflectionDynamicRoughnessOffset#

    Console: render_reflection_dynamic_roughness_offset
    The value indicating whether roughness offset is enabled for dynamic reflections produced by Environment Probes. Sometimes, when specular highlights from glossy surfaces get into dynamic Environment Probes a very bright flickering of lighting from it may appear. This option makes surrounding materials look more matte for an Environment Probe than they actually are, reducing such flickering artefacts.
    The default value is false.

    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.
    Source code (C#)
    // enabling the Custom preset (the last one) to customize clouds options at run time
    Render.CloudsQualityPreset = Render.CloudsQualityPresetNumNames - 1;
    
    // disabling depth-based reconstruction for clouds
    Render.CloudsDepthBasedReconstruction = false;
    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).
    Source code (C#)
    // enabling the Custom preset (the last one) to customize Landscape Terrain streaming options at run time
    Render.LandscapeTerrainStreamingPreset = Render.LandscapeTerrainStreamingPresetNumNames - 1;
    
    // setting the number of tiles passed to the virtual texture per frame
    Render.LandscapeTerrainVTTilesUpdatePerFrame = 64;
    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).
    Source code (C#)
    // enabling the Custom preset (the last one) to customize Landscape Terrain geometry options at run time
    Render.LandscapeTerrainGeometryPreset = Render.LandscapeTerrainGeometryPresetNumNames - 1;
    
    // setting the size of the Landscape Terrain polygons
    Render.LandscapeTerrainGeometryPolygonSize = 100.0f;
    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. To customize the Global Water geometry preset options at run time you should activate the Custom preset:
    Source code (C#)
    // enabling the Custom preset (the last one) to customize the Global Water options at run time
    Render.WaterGeometryPreset = Render.WaterGeometryPresetNumNames - 1;
    
    // setting the size of the Global Water polygons
    Render.WaterGeometryPolygonSize = 100.0f;
    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. To customize the DoF effect options at run time you should activate the Custom preset:
    Source code (C#)
    // enabling the Custom preset (the last one) to customize the DoF effect options at run time
    Render.DOFPreset = Render.DOFPresetNumNames - 1;
    
    // disabling the increased accuracy
    Render.DOFIncreasedAccuracy = false;
    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. To customize the Motion Blur effect options at run time you should activate the Custom preset:
    Source code (C#)
    // enabling the Custom preset (the last one) to customize the Motion Blur effect options at run time
    Render.MotionBlurPreset = Render.MotionBlurPresetNumNames - 1;
    
    // disabling the neat silhouettes option
    Render.MotionBlurNeatSilhouettes = false;
    One of the following values:
    • 0 - Low (by default)
    • 1 - Medium
    • 2 - High
    • 3 - Ultra
    • 4 - 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. To customize the SSR effect options at run time you should activate the Custom preset:
    Source code (C#)
    // enabling the Custom preset (the last one) to customize the SSR effect options at run time
    Render.SSRPreset = Render.SSRPresetNumNames - 1;
    
    // disabling the increased accuracy option
    Render.SSRIncreasedAccuracy = false;
    One of the following values:
    • 0 - Low (by default)
    • 1 - Medium
    • 2 - High
    • 3 - Ultra
    • 4 - Extreme
    • 5 - 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. To customize the SSRTGI effect options at run time you should activate the Custom preset:
    Source code (C#)
    // enabling the Custom preset (the last one) to customize the SSRTGI effect options at run time
    Render.SSRTGIPreset = Render.SSRTGIPresetNumNames - 1;
    
    // disabling the increased accuracy option
    Render.SSRTGIIncreasedAccuracy = false;
    One of the following values:
    • 0 - Disabled (by default)
    • 1 - Low
    • 2 - Medium
    • 3 - High
    • 4 - Ultra
    • 5 - Extreme
    • 6 - 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 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. To customize Anti-Aliasing options at run time you should activate the Custom preset:
    Source code (C#)
    // enabling the Custom preset (the last one) to customize Anti-Aliasing options at run time
    Render.AAPreset = Render.AAPresetNumNames - 1;
    
    // disabling TAA
    Render.TAA = false;
    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.

    bool Tonemapper#

    Console: render_tonemapper
    The value indicating if tone mapping is enabled.
    The default value is true.

    Render.TONEMAPPER TonemapperMode#

    Console: render_tonemapper_mode
    The mode of tone mapping.
    One of the following values:
    • 0 - Filmic
    • 1 - ACES (by default)
    • 2 - ACES with Reinhard
    • 3 - Reinhard
    • 4 - 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.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via WaterGeometryPreset). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    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.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via WaterGeometryPreset). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    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.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via WaterGeometryPreset). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    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.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via WaterGeometryPreset). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    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 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 false.

    bool WaterPlanarProbes#

    Console: render_water_planar_probes
    The value indicating if rendering of Planar Reflection Probes on the water surface is enabled.
    The default value is true.

    int NumDebugMaterials#

    The number of debug materials.

    bool ColorCorrectionHuePerColor#

    Console: color_correction_hue_per_color
    The value indicating if fine-adjustment of hue (color shift) for each of the 12 major colors of the spectre is enabled.
    The default value is true.

    bool ColorCorrectionSaturationPerColor#

    Console: color_correction_saturation_per_color
    The value indicating if fine-adjustment of saturation for each of the 12 major colors of the spectre is enabled.
    The default value is true.

    bool ColorCorrectionByCurves#

    Console: color_correction_by_curves
    The value indicating if color correction via curves is enabled.
    The default value is true.

    bool VignetteMask#

    Console: render_vignette_mask
    The value indicating if rendering of the Vignette Mask post-effect is enabled. The effect applies darkening towards the edges of an image compared to the center usually caused by thick or stacked filters, secondary lenses, and lens hoods. It can be used for an artistic effect, to draw focus to the center of the image.
    The default value is false.

    float VignetteMaskIntensity#

    Console: render_vignette_mask_intensity
    The intensity of the Vignette Mask. Defines the amount of vignetting on the screen: higher values moke the vignette wider.

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

    float VignetteMaskPower#

    Console: render_vignette_mask_power
    The Power value that controls mask opacity for the Vignette Mask post-effect.

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

    string VignetteMaskTexturePath#

    The path to the custom mask texture for the Vignette Mask post-effect.

    bool Noise#

    Console: render_noise
    The value indicating if rendering of the Noise post-effect is enabled.
    The default value is false.

    float NoiseIntensity#

    Console: render_noise_intensity
    The intensity of the Noise post-effect. Higher values result in more noise applied to the image.

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

    bool ChromaticAberration#

    Console: render_chromatic_aberration
    The value indicating if rendering of the Chromatic Aberration post-effect is enabled. This effect simulates color shifts in real-world camera lenses due to light rays entering a lens at different points causing separation of RGB colors.
    The default value is false.

    float ChromaticAberrationIntensity#

    Console: render_chromatic_aberration_intensity
    The intensity (strength) of the Chromatic Aberration post-effect. Controls how much color shifting occurs.

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

    float ChromaticAberrationNoiseIntensity#

    Console: render_chromatic_aberration_noise_intensity
    The intensity of noise applied for the Chromatic Aberration post-effect.

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

    int ChromaticAberrationSamples#

    Console: render_chromatic_aberration_samples
    The number of samples used for calculation of the Chromatic Aberration post-effect. Higher values reduce banding making the effect look smoother.

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

    float LandscapeTerrainCullingMap#

    Console: render_landscape_terrain_culling_map
    The extent of culling of Landscape Layer Maps with the distance. In case small Landscape Layer Maps disappear too soon with the distance, try increasing this value.

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

    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 LandscapeTerrainCullingPaddingPatchCPU#

    Console: render_landscape_terrain_culling_padding_patch_cpu
    The padding between LODs of patches culled on CPU.

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

    float LandscapeTerrainCullingPaddingPatchGPU#

    Console: render_landscape_terrain_culling_padding_patch_gpu
    The padding between LODs of patches culled on GPU.

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

    float LandscapeTerrainCullingPaddingTriangles#

    Console: render_landscape_terrain_culling_padding_triangles
    The padding between LODs of tessellated polygons.

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

    int LandscapeTerrainCullingPatchBatching#

    Console: render_landscape_terrain_culling_patch_batching
    The number of culling patches of Landscape Terrain processed in a batch. The higher this value, the more patches will be checked for visibility on CPU at once.

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

    int LandscapeTerrainCullingPatchResolutionCPU#

    Console: render_landscape_terrain_culling_patch_resolution_cpu
    The number of subdivisions for patches of Landscape Terrain culled on the CPU side that are to be passed to GPU. The lowest value of 2 corresponds to no subdivisions at all, i.e. all patched will be culled on the CPU side. By increasing this value you can reduce the load on CPU as more patches will be checked for visibility on the GPU side.

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

    int LandscapeTerrainCullingPatchResolutionGPU#

    Console: render_landscape_terrain_culling_patch_resolution_gpu
    The number of subdivisions for patches of Landscape Terrain culled on the GPU side that are to be tessellated. By lowering this value you reduce the load on CPU, by increasing it you reduce the load on GPU. The point is to find a trade-off between loads in the given conditions on the target hardware.

    Range of values: [4, 64]. The default value is 32.

    int LandscapeTerrainCullingDepthResolution#

    Console: render_landscape_terrain_culling_depth_resolution
    The resolution of the buffer used for culling by depth.

    Range of values: [4, 2048]. The default value is 64.

    bool LandscapeTerrainCullingByDepth#

    Console: render_landscape_terrain_culling_by_depth
    The value indicating if culling by depth is enabled. Keep this option enabled to get the performance higher due to culling of tiles occluded by geometry and Landscape Terrain itself.
    The default value is true.

    bool LandscapeTerrainCullingFrustumAggressive#

    Console: render_landscape_terrain_culling_frustum_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 LandscapeTerrainGeometryDetailMaxHeight#

    Console: render_landscape_terrain_geometry_detail_max_height
    The maximum height for detail displacement clamping. Adjust this value to the highest height value used in details in case of artifacts of stepped geometry caused by insufficient bit depth.

    Range of values: [0.0f, 10.0f]. The default value is 0.5f.

    int LandscapeTerrainDetailCompression#

    Console: render_landscape_terrain_detail_compression
    The mode of detail textures compression. Compressed detail textures take less video memory.
    One of the following values:
    • 0 - Disabled
    • 1 - Fast Compression (by default)
    • 2 - High Quality

    bool LandscapeTerrainStreamingPerLods#

    Console: render_landscape_terrain_streaming_per_lods
    The value indicating if streaming per LODs (MIP maps) is enabled. Disable this option to make streaming faster by skipping loading of intermediate MIP-levels for textures.
    The default value is true.

    int LandscapeTerrainStreamingThreads#

    Console: render_landscape_terrain_streaming_threads
    The number of threads used for streaming.

    Range of values: [0, 32]. The default value is 1.

    vec2 LandscapeTerrainVTSamplerFeedbackBufferResolution#

    Console: render_landscape_terrain_vt_sampler_feedback_buffer_resolution
    The resolution of the buffer used to transfer data about tiles and what MIP-levels to be loaded.

    From 1x1 to 1024x1024 Default: 80x60

    int LandscapeTerrainVTSamplerFeedbackScreenResolution#

    Console: render_landscape_terrain_vt_sampler_feedback_screen_resolution
    The resolution of the screen buffer used to detect visible tiles and what MIP-levels to be loaded.
    One of the following values:
    • 0 - Quarter
    • 1 - Half (by default)
    • 2 - Full

    int LandscapeTerrainVTHashSize#

    Console: render_landscape_terrain_vt_hash_size
    The upper limit for the hash function used to determine tiles of Landscape Terrain. The value must be high enough to cover all variety of world-space positions of tiles being used and streamed.

    Range of values: [1000, 5000000]. The default value is 1000000.

    int LandscapeTerrainVTHashSizeNumberMistakes#

    Console: render_landscape_terrain_vt_hash_number_mistakes
    The number of mistakes of the hash function used in Landscape Terrain data streaming. This value actually represents the number of iterations to compute a new unique hash value that determines a tile being streamed. Too low values may introduce collisions and, therefore, wrong terrain data at certain areas.

    Range of values: [1, 32]. The default value is 2.

    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 ( ) #

    Returns black 2D array texture.

    Return value

    Black 2D array texture.

    Texture GetBlack2DTexture ( ) #

    Returns black 2D texture.

    Return value

    Black 2D texture.

    Texture GetBlack2DUIntTexture ( ) #

    Returns black 2D UInt texture.

    Return value

    Black 2D UInt texture.

    Texture GetBlack3DTexture ( ) #

    Returns black 3D texture.

    Return value

    Black 3D texture.

    Texture GetBlackCubeTexture ( ) #

    Returns black Cube texture.

    Return value

    Black Cube texture.

    Texture GetGray2DArrayTexture ( ) #

    Returns gray 2D array texture.

    Return value

    Gray 2D array texture.

    Texture GetGray2DTexture ( ) #

    Returns gray 2D texture.

    Return value

    Gray 2D texture.

    Texture GetGray2DUIntTexture ( ) #

    Returns gray 2D UInt texture.

    Return value

    Gray 2D UInt texture.

    Texture GetGray3DTexture ( ) #

    Returns gray 3D texture.

    Return value

    Gray 3D texture.

    Texture GetGrayCubeTexture ( ) #

    Returns gray Cube texture.

    Return value

    Gray Cube texture.

    Texture GetWhite2DArrayTexture ( ) #

    Returns white 2D array texture.

    Return value

    White 2D array texture.

    Texture GetWhite2DTexture ( ) #

    Returns white 2D texture.

    Return value

    White 2D texture.

    Texture GetWhite2DUIntTexture ( ) #

    Returns white 2D UInt texture.

    Return value

    White 2D UInt texture.

    Texture GetWhite3DTexture ( ) #

    Returns white 3D texture.

    Return value

    White 3D texture.

    Texture GetWhiteCubeTexture ( ) #

    Returns white Cube texture.

    Return value

    White Cube texture.

    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.

    Texture GetTemporaryOldTexture ( Material mat, int texture_id, int width, int height, int depth, int format, int flags, int type, string name, int accessory ) #

    Allocates a temporary render texture from the previous frame with the specified width, height, depth, format, flags, and accessory type. This function can be used when you need a quick render texture to perform some temporary calculations. This texture doesn't require to be released.

    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

    • Material mat - Material that will use the texture with the specified ID.
    • int texture_id - Texture ID set by the user, value in the range [0, 255].
    • 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 from the previous frame.

    Texture GetTemporaryOldTexture ( Material mat, int texture_id, int width, int height, int depth, int format, int flags, int type, string name ) #

    Allocates a temporary render texture from the previous frame 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. This texture doesn't require to be released.

    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

    • Material mat - Material that will use the texture with the specified ID.
    • int texture_id - Texture ID set by the user, value in the range [0, 255].
    • 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 from the previous frame.

    Texture GetTemporaryOldTexture ( Material mat, int texture_id, int width, int height, int depth, int format, int flags, int type ) #

    Allocates a temporary render texture from the previous frame 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. This texture doesn't require to be released.

    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

    • Material mat - Material that will use the texture with the specified ID.
    • int texture_id - Texture ID set by the user, value in the range [0, 255].
    • 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 from the previous frame.

    Texture GetTemporaryOldTexture ( Material mat, int texture_id, Texture texture, string name, int accessory ) #

    Allocates a temporary render texture from the previous frame 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. This texture doesn't require to be released.

    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

    • Material mat - Material that will use the texture with the specified ID.
    • int texture_id - Texture ID set by the user, value in the range [0, 255].
    • 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 from the previous frame.

    Texture GetTemporaryOldTexture ( Material mat, int texture_id, Texture texture, string name ) #

    Allocates a temporary render texture from the previous frame 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. This texture doesn't require to be released.

    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

    • Material mat - Material that will use the texture with the specified ID.
    • int texture_id - Texture ID set by the user, value in the range [0, 255].
    • Texture texture - Source texture for which a temporary old texture is to be allocated in the pool.
    • string name - Name to be used for this temporary texture (optional).

    Return value

    Temporary texture from the previous frame.

    Texture GetTemporaryOldTexture ( Material mat, int texture_id, Texture texture ) #

    Allocates a temporary render texture from the previous frame 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. This texture doesn't require to be released.

    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

    • Material mat - Material that will use the texture with the specified ID.
    • int texture_id - Texture ID set by the user, value in the range [0, 255].
    • Texture texture - Source texture for which a temporary old texture is to be allocated in the pool.

    Return value

    Temporary texture from the previous frame.

    Texture GetTemporaryOldTexture2D ( Material mat, int texture_id, 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. This texture doesn't require to be released.

    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

    • Material mat - Material that will use the texture with the specified ID.
    • int texture_id - Texture ID set by the user, value in the range [0, 255].
    • int width - Width of the texture, in pixels.
    • int height - Height of the texture, in pixels.
    • int format - Texture format: one of the Texture.FORMAT_* values.
    • int flags - Texture flags.
    • string name
    • int accessory - Texture render sequence accessory type. One of the TEXTURE_ACCESSORY_* values.

    Return value

    Temporary 2D texture from the previous frame.

    Texture GetTemporaryOldTexture2DArray ( Material mat, int texture_id, int width, int height, int depth, int format, int flags = -1, string name = 0, int accessory = 0 ) #

    Allocates a temporary 2D array 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. This texture doesn't require to be released.

    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

    • Material mat - Material that will use the texture with the specified ID.
    • int texture_id - Texture ID set by the user, value in the range [0, 255].
    • 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.
    • string name
    • int accessory - Texture render sequence accessory type. One of the TEXTURE_ACCESSORY_* values.

    Return value

    Temporary 2D array texture from the previous frame.

    Texture GetTemporaryOldTexture3D ( Material mat, int texture_id, int width, int height, int depth, int format, int flags = -1, string name = 0, int accessory = 0 ) #

    Allocates a temporary 3D 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. This texture doesn't require to be released.

    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

    • Material mat - Material that will use the texture with the specified ID.
    • int texture_id - Texture ID set by the user, value in the range [0, 255].
    • 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.
    • 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 3D texture from the previous frame.

    Texture GetTemporaryOldTextureCube ( Material mat, int texture_id, 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. This texture doesn't require to be released.

    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

    • Material mat - Material that will use the texture with the specified ID.
    • int texture_id - Texture ID set by the user, value in the range [0, 255].
    • int width - Width of the texture, in pixels.
    • int height - Height of the texture, in pixels.
    • int format - Texture format: one of the Texture.FORMAT_* values.
    • int flags - Texture flags.
    • string name
    • int accessory - Texture render sequence accessory type. One of the TEXTURE_ACCESSORY_* values.

    Return value

    Temporary cubemap texture from the previous frame.

    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 ( TextureToImageTransfered on_compressed, Image image, int quality = 1, int new_image_format = -1, int use_mip_maps = -1 ) #

    Converts the image to a specified compressed format. The result is to be processed in the callback function specified. If compression by the GPU is not supported, the Image::compress() method will be called instead.

    Arguments

    • TextureToImageTransfered on_compressed - Callback function to be fired on compressing an image.
    • 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 ( TextureToImageTransfered on_compressed, 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. The result is to be processed in the callback function specified.
    Notice
    Only 2d and 2d array textures can be compressed.

    Arguments

    • TextureToImageTransfered on_compressed - Callback function to be called on compressing the texture where you can get the result.
    • 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.

    int AsyncCompressTexture ( TextureToImageTransfered on_compressed, TextureToImageTransfered on_compressed_async, Texture texture, int quality = 1, int new_texture_format = -1, int use_mip_maps = -1 ) #

    Performs asynchronous compression of the specified texture and transfers it to CPU side (Image). The method enables you to specify a callback function in which you can process the obtained result (resulting Image).
    Notice
    Only 2d and 2d array textures can be compressed.

    Arguments

    • TextureToImageTransfered on_compressed - Callback function to be called in the main thread upon completion of the transfer operation where you can get the result.The function should have the following signature: void TextureToImageTransfered(Image image). You can pass NULL if this callback is not needed.
    • TextureToImageTransfered on_compressed_async - Callback function to be called right in the async thread upon completion of the transfer operation where you can get the result.The function should have the following signature: void TextureToImageTransfered(Image image). You can pass NULL if this callback is not needed.
    • Texture texture - Source texture to be transferred to an Image (GPU -> CPU).
    • 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).
    • 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 has mipmaps.

    Return value

    1 if the source texture has been compressed and transferred to CPU successfully; otherwise, 0.

    int AsyncCompressImage ( TextureToImageTransfered on_compressed, TextureToImageTransfered on_compressed_async, Image image, int quality = 1, int new_image_format = -1, int use_mip_maps = -1 ) #

    Performs asynchronous compression of the specified image. The method enables you to specify a callback function in which you can process the obtained result (resulting Image).
    Notice
    Only 2d and 2d array images can be compressed.

    Arguments

    • TextureToImageTransfered on_compressed - Callback function to be called in the main thread upon completion of the compress operation where you can get the result.The function should have the following signature: void TextureToImageTransfered(Image image). You can pass NULL if this callback is not needed.
    • TextureToImageTransfered on_compressed_async - Callback function to be called right in the async thread upon completion of the compress operation where you can get the result.The function should have the following signature: void TextureToImageTransfered(Image image). You can pass NULL if this callback is not needed.
    • Image image - Image to be compressed.
    • 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 image format: one of the Image.FORMAT_* variables. This is an optional argument. If no format is specified, default conversion will be performed (depending on the type of the source).
    • int use_mip_maps - Flag indicating whether 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 source image has been compressed successfully; otherwise, 0.

    void TransferTextureToImage ( TextureToImageTransfered on_transfered, Texture src ) #

    Transfers the specified source texture to an Image (from GPU to CPU side). The method enables you to specify a callback function in which you can process the obtained result (resulting Image). The result will be obtained at the swap stage of the same frame (calls CPU-GPU synchronization).

    Arguments

    • TextureToImageTransfered on_transfered - Callback function to be called upon completion of the transfer operation where you can get the result.The function should have the following signature: void TextureToImageTransfered(Image image).
    • Texture src - Source texture to be transferred to an Image (GPU -> CPU).

    void AsyncTransferTextureToImage ( TextureToImageTransfered on_transfered, TextureToImageTransfered on_transfered_async, Texture src ) #

    Transfers the specified source texture to an Image (from GPU to CPU side) asynchronously, without CPU-GPU synchronization. The method enables you to specify a callback function in which you can process the obtained result (resulting Image). The result will be obtained later in one of the subsequent frames.
    Source code (C#)
    // creating a new texture
    Texture texture = new Texture(); 
    
    // rendering to a texture
    viewport.RenderTexture2D(player.Camera, texture, width, height);
    
    // transferring texture (GPU) data to CPU
    Render.AsyncTransferTextureToImage(
    	null,
    	(Image image) =>
    		{
    			// flipping image if necessary
    			if (!Render.IsFlipped)
    				image.FlipY();
    
    			// saving an image to a file
    			image.Save("screenshot.dds");
    		},
    	texture);

    Arguments

    • TextureToImageTransfered on_transfered - Callback function to be called in the main thread upon completion of the transfer operation where you can get the result.The function should have the following signature: void TextureToImageTransfered(Image image). You can pass NULL if this callback is not needed.
    • TextureToImageTransfered on_transfered_async - Callback function to be called right in the async thread upon completion of the transfer operation where you can get the result.The function should have the following signature: void TextureToImageTransfered(Image image). You can pass NULL if this callback is not needed.
    • Texture src - Source texture to be transferred to an Image (GPU -> CPU).

    void AsyncTransferStructuredBuffer ( StructuredBufferTransfered on_transfered, StructuredBufferTransfered on_transfered_async, StructuredBuffer src ) #

    Transfers the data of the specified source structured buffer from GPU to CPU side asynchronously, without CPU-GPU synchronization. The method enables you to specify a callback function in which you can process the obtained result. The result will be obtained later in one of the subsequent frames.

    Arguments

    • StructuredBufferTransfered on_transfered - Callback function to be called in the main thread upon completion of the transfer operation where you can get the result.The function should have the following signature: void StructuredBufferTransfered(IntPtr dest). You can pass NULL if this callback is not needed.
    • StructuredBufferTransfered on_transfered_async - Callback function to be called right in the async upon completion of the transfer operation where you can get the result.The function should have the following signature: void StructuredBufferTransfered(IntPtr dest). You can pass NULL if this callback is not needed.
    • StructuredBuffer src - Source structured buffer to be transferred (GPU -> CPU).

    void TransferStructuredBuffer ( StructuredBufferTransfered on_transfered, StructuredBuffer src ) #

    Transfers the data of the specified source structured buffer from GPU to CPU side. The method enables you to specify a callback function in which you can process the obtained result. The result will be obtained at the swap stage of the same frame (calls CPU-GPU synchronization).

    Arguments

    • StructuredBufferTransfered on_transfered - Callback function to be called in the main thread upon completion of the transfer operation.The function should have the following signature: void StructuredBufferTransfered(IntPtr dest).
    • StructuredBuffer src - Source structured buffer to be transferred (GPU -> CPU).

    bool CreateMipmapsCubeGGXImage ( Image image, Texture dest, Render.GGX_MIPMAPS_QUALITY quality ) #

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

    Arguments

    Return value

    true if mipmaps for the specified cubemap image were generated successfully; otherwise - false.

    bool CreateMipmapsCubeGGXTexture ( Texture texture, Render.GGX_MIPMAPS_QUALITY quality, bool realtime = true ) #

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

    Arguments

    Return value

    true if mipmaps for the specified cubemap image were generated successfully; otherwise - false.

    int CreateShorelineDistanceField ( Texture image, Image mask, int shoreline_radius, int blur_radius, int downsample_resolution ) #

    Grabs a shoreline distance field texture with the specified parameters.

    Arguments

    • Texture image - Texture 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 ResetColorCorrectionRamp ( ) #

    Resets the Color Correction ramp to the default value.

    void ResetColorCorrectionSaturationRamp ( ) #

    Resets the Saturation Correction ramp 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 RenderTexture2D ( Camera camera, Texture texture, int skip_flags ) #

    Renders the scene into a 2D texture 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.
    • Texture texture - Texture 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 RenderTexture2D ( Camera camera, Texture texture, int width, int height, int hdr, int skip_flags ) #

    Renders the scene into a 2D texture 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.
    • Texture texture - Texture to save the result to.
    • int width - Width of the projected texture, in units.
    • int height - Height of the projected texture, 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 RenderTextureCube ( Camera camera, Texture texture, int skip_flags ) #

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

    Arguments

    • Camera camera - Camera to be used.
    • Texture texture - Texture 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 RenderTextureCube ( Camera camera, Texture texture, 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.
    • Texture texture - Texture 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 RenderNodeTexture2D ( Camera camera, Node node, Texture texture, int skip_flags, int light_usage, string environment_texture_name ) #

    Renders the given node into a 2D texture 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.
    • Texture texture - Texture 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 RenderNodeTexture2D ( Camera camera, Node node, Texture texture, int width, int height, int hdr, int skip_flags, int light_usage, string environment_texture_name ) #

    Renders the 2D texture 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.
    • Texture texture - Texture to save the result to.
    • int width - Width of the texture, in units.
    • int height - Height of the texture, in units.
    • int hdr - HDR flag. This parameter determines the format of the 2D texture:
      • 1 - texture format will be set to RGBA16F. It means that the HDR texture buffer will store pixel values outside the [0;1] range (i.e. both negative and positive values).
      • 0 - texture 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 GetDenoisePresetName ( int num ) #

    Returns the denoiser preset name by given index.

    Arguments

    • int num - Denoiser preset index.

    Return value

    Denoiser 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 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

    IntPtr GetD3D11Factory ( ) #

    Returns the pointer to the D3D11Factory.

    Return value

    D3D11 Factory pointer.

    IntPtr GetD3D11Device ( ) #

    Returns the D3D11 device associated with D3D11 renderer.

    Return value

    D3D11 device associated with given renderer.

    IntPtr GetD3D11Context ( ) #

    Returns a pointer to the existing ID3D11DeviceContext interface.

    Return value

    ID3D11Device interface pointer.

    IntPtr GetGLContext ( ) #

    Returns the pointer to the OpenGL context.

    Return value

    OpenGL context pointer.

    void ReloadCacheTexture ( UGUID guid ) #

    Arguments

    void ReloadResource ( string path ) #

    Arguments

    • string path

    void ReloadResource ( string[] pathes ) #

    Arguments

    • string[] pathes
    Last update: 2024-07-12
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