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Rendering API, custom render pass


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Hello. I'm new in Unigine.

Is there any API for custom rendering? 

I try find some functions like:

Graphics.SetRenderTarget(RenderTarget color, RenderTarget depth) - setup current rendering target texture

Graphics.DrawMesh(Mesh mesh, Matrix4x4 matrix, Material material) - render mesh with specified localToWorld matrix and material

These functions are from Unity :)
My goal is system that can render meshes with specified materials to my custom RenderTarget. After that I want do "Blit" this RenderTarget after final image of scene will be rendered (post-processing). It will something like X-ray rendering of meshes, to highlight mesh if it placed behind surface.

 

I work with C# project. 

Edited by vadim.lisev
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  • 3 years later...

Is it possible to provide some more detailed guidance here for how to do a typical Blit operation?  I want to copy the contents of 1 texture to another, preferably using a specific material to render the output texture.  I've looked at the RenderTarget docs, but without an example of useage I'm having trouble deciphering them.

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