Skip to content

Render Layer Graph Reference


Render


LineRender

Expands the line up to the width especified in the Line Width texture and composites it on top of the Color texture.

  • Inputs
    • Color : ( Texture )
    • Line Color : ( Texture )
    • Line Width : ( Texture )
    • Max Width : ( Int ) - default = 10

      The maximum width the shader can render. Increasing the value lowers the render performance.

    • Line Scale : ( Float ) - default = 1.0

      Scale all Line Width values with this one.
      (Useful for rendering at different resolutions)

    • Normal Depth : ( Texture )
    • ID : ( Texture )
  • Outputs
    • Color : ( Texture )

SuperSamplingAA

Performs anti-aliasing by accumulating multiple render samples into a single texture.

  • Inputs
    • Color : ( Texture )
  • Outputs
    • Color : ( Texture )

MainPass

Graph Type / Pass : Mesh / MAIN_PASS_PIXEL_SHADER

Renders the scene geometry using the Mesh Main Pass.
The node sockets are dynamic, based on the Main Pass Custom IO.
If Normal Depth/ID is empty, the Pre Pass Normal Depth/ID will be used.

  • Inputs
    • Scene : ( Scene )
    • Normal Depth : ( Texture )
    • ID : ( Texture )

PrePass

Graph Type / Pass : Mesh / PRE_PASS_PIXEL_SHADER

Renders the scene geometry using the Mesh Pre Pass.
The node sockets are dynamic, based on the Pre Pass Custom IO.
If Normal Depth/ID is empty, the PrePass Normal Depth/ID will be used.

  • Inputs
    • Scene : ( Scene )
  • Outputs
    • Scene : ( Scene )
    • Normal Depth : ( Texture )
    • ID : ( Texture )

ScreenPass

Graph Type / Pass : Screen / SCREEN_SHADER

Renders a full screen shader pass.
The node sockets are dynamic, based on the shader selected.
If Normal Depth/ID is empty, the PrePass Normal Depth/ID will be used.

  • Inputs
    • Layer Only : ( Bool ) - default = True

      Draw only on top of the current layer geometry, to avoid accidentally covering previous layers.

    • Scene : ( Scene )
    • Normal Depth : ( Texture )
    • ID : ( Texture )