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