Render 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 )
RenderLayers
Graph Type / Pass : Render Layer / Render Layer
Renders the scene geometry, using multiple depth peeling layers for transparent objects.
The node sockets are dynamic, based on the graph selected.
- Inputs
- Scene : ( Scene )
- Transparent Layers : ( Int ) - default = 4
The maximum number of overlapping transparency layers.
Incresing this values lowers performance.
SceneLighting
Renders the shadow maps and attaches them along the scene lights data to the Scene shader resources.
- Inputs
- Scene : ( Scene )
- Point Resolution : ( Int ) - default = 2048
Shadowmap resolution for point lights (for each cubemap side).
- Spot Resolution : ( Int ) - default = 2048
Shadowmap resolution for spot lights.
- Sun Resolution : ( Int ) - default = 2048
Shadowmap resolution for sun light lights (for each cascade side).
- Sun Max Distance : ( Float ) - default = 100
The maximum distance from the view origin at which objects will still cast shadows. The lower the value, the higher the perceived resolution.
- Sun CSM Count : ( Int ) - default = 4
The number of Shadow Cascades for sun lights.
- Sun CSM Distribution : ( Float ) - default = 0.9
Interpolates the cascades distribution along the view distance between linear distribution (at 0) and logarithmic distribution (at 1).
The appropriate value depends on camera FOV and scene characteristics.
- Outputs
- Scene : ( Scene )
ScreenPass
Graph Type / Pass : Screen / SCREEN_SHADER
Renders a full screen shader pass.
The node sockets are dynamic, based on the shader selected.