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Render Layer Graph Reference


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 )

Unpack8bitTextures

Unpacks up to 4 textures packed into a single one using the pack_8bit shader function.
(Useful when a shader needs to output more than 8 textures)

  • Inputs
    • Packed Texture : ( usampler2D )
  • Outputs
    • A : ( Texture )
    • B : ( Texture )
    • C : ( Texture )
    • D : ( 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 )