RenderingPipeline_Basic Properties |
The RenderingPipeline_Basic type exposes the following members.
Name | Description | |
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AnyData |
The user data of the component.
(Inherited from Component.) | |
BaseType |
Gets the base type of the object.
(Inherited from Component.) | |
BrdfLUT | ||
CloneSupport |
Whether the object supports cloning.
(Inherited from Component.) | |
Components |
Gets the collection of the child components.
(Inherited from Component.) | |
CreatedByBaseType |
Whether the object is created using a base type.
(Inherited from Component.) | |
DebugDirectLighting |
Whether to add direct lighting to output image.
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DebugDrawBatchedData |
Whether to visualize batched data.
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DebugDrawDecals |
Whether to display decals.
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DebugDrawDeferredPass |
Whether to display objects that are rendered with deferred shading.
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DebugDrawForwardOpaquePass |
Whether to display opaque objects, that are drawn with forward rendering.
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DebugDrawForwardTransparentPass |
Whether to display transparent objects, that are drawn with forward rendering.
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DebugDrawLayers |
Whether to display layers.
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DebugDrawMeshes |
Whether to visualize triangle meshes.
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DebugDrawNotBatchedData |
Whether to visualize not batched data.
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DebugDrawShadows |
Whether to display shadows.
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DebugDrawSimple3DRenderer |
Whether to display various auxiliary geometry that is drawn with Simple 3D Renderer.
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DebugDrawUI |
Whether to display UI elements.
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DebugDrawVoxels |
Whether to visualize voxelized mesh geometry.
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DebugIndirectLighting |
Whether to add indirect lighting to output image.
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DebugMode |
Specifies the debug mode.
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DeferredShading |
Enables the deferred shading. Limited devices (mobile) are not support deferred shading.
(Inherited from RenderingPipeline.) | |
DisplacementMappingMaxSteps |
The maximal number of iterations for the displacement mapping.
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DisplacementMappingScale |
The height multiplier for the displacement mapping.
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DisplayInEditor |
Whether to show the object in the editor.
(Inherited from Component.) | |
Disposed |
Whether the object is disposed.
(Inherited from Component.) | |
EditorDocumentConfiguration |
Gets or sets the configuration data of the object's settings in the editor.
(Inherited from Component.) | |
EditorReadOnly |
Whether the object is read only in the editor.
(Inherited from Component.) | |
EditorReadOnlyInHierarchy |
Whether the object is read-only in the editor with respect to parent objects.
(Inherited from Component.) | |
Enabled |
Whether the component is enabled. Any functionality of component is not works when it disabled.
(Inherited from Component.) | |
EnabledInHierarchy |
Determines whether the object is attached to a hierarchy of the components and enabled. The object will be enabled only when all parents are enabled, and the property Enabled is enabled.
(Inherited from Component.) | |
EnabledInHierarchyAndIsInstance |
Determines when the object is attached to a hierarchy of the components, is enabled and the object if not part of a resource (it is usual object instance). The object will be enabled only when all parents are enabled, and the property Enabled is enabled.
(Inherited from Component.) | |
GICascadeDistribution |
Defines grid cascades distribution of the global illumination.
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GICascades |
The number of cascades used for the global illumination calculation.
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GICascadeVisualize |
Whether to visualize grid cascades of the global illumination.
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GIDistance |
Maximum distance of the global illumination.
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GIGridSize |
The size of the 3D grid for the global illumination calculation.
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GIVoxelizationConservative | ||
HierarchyController |
Gets the object hierarchy control controller.
(Inherited from Component.) | |
HighDynamicRange |
Enables the high dynamic range rendering. When Auto mode is enabled, HDR is disabled for limited devices (mobile).
(Inherited from RenderingPipeline.) | |
IndirectLighting |
Whether to calculate the indirect lighting. Alternatively, you can use screen space ambient occlusion by using AmbientOcclusion effect component.
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Instancing |
Whether to enable GPU instancing to reduce the number of draw calls.
(Inherited from RenderingPipeline.) | |
InstancingMaxCount |
The maximum size of instancing buffer.
(Inherited from RenderingPipeline.) | |
LightGrid |
Whether to use an acceleration grid for lights rendering optimization. The grid is disabled on limited devices in Auto mode.
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LightGridResolution |
The size of light grid. The light grid is a 3D texture with sizes LightGridResolution * LightGridResolution * 8 * sizeof( Vector4F ).
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LightMaxCount |
The max amount of light sources to draw.
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LightMaxDistance |
Maximal vilibility distance for spotlight and point lights.
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LODRange |
The minimum and maximum levels of detail.
(Inherited from RenderingPipeline.) | |
LODScale |
The distance multiplier when determining the level of detail.
(Inherited from RenderingPipeline.) | |
LODScaleShadows |
The multiplier when determining the level of detail for shadows. Set 100 or more to always use the best LOD for shadows.
(Inherited from RenderingPipeline.) | |
MinimumVisibleSizeOfObjects |
The minimum visible size of object in pixels.
(Inherited from RenderingPipeline.) | |
Name |
The name of the component.
(Inherited from Component.) | |
NetworkID | (Inherited from Component.) | |
NetworkIsClient | (Inherited from Component.) | |
NetworkIsServer |
Whether to work in network server mode. It is false until the scene is not loaded.
(Inherited from Component.) | |
NetworkIsSingle | (Inherited from Component.) | |
NetworkIsSingleOrClient | (Inherited from Component.) | |
NetworkMode |
Whether to enable synchronization of the component between server and clients.
(Inherited from Component.) | |
NetworkModeUsers | (Inherited from Component.) | |
OcclusionCullingBufferCullNodes |
Whether to cull octree nodes by the occlusion culling buffer.
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OcclusionCullingBufferCullObjects |
Whether to cull scene objects by the occlusion culling buffer.
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OcclusionCullingBufferDirectionalLight |
Whether to use the software occlusion culling buffer to skip invisible objects for directional light shadows.
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OcclusionCullingBufferMaxOccluders |
The maximal amount of occluders can be rendered for the frame.
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OcclusionCullingBufferScene |
Whether to use the software occlusion culling buffer to skip invisible objects on the screen.
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OcclusionCullingBufferSize |
The height of the occlusion culling buffer in pixels.
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Parent |
Gets the parent object.
(Inherited from Component.) | |
ParentRoot |
Gets the parent root object.
(Inherited from Component.) | |
ProvideColorDepthTextureCopy |
Whether to provide color and depth data for transparent materials. It need to work for soft particles and refraction effects. When Auto mode is enabled, the mode is disabled on mobile devices.
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Reflection |
Whether to calculate reflections. Alternatively, you can use screen space reflections by using Reflection effect component.
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RemoveFromParentQueued |
Whether the object is placed in the detach queue from the parent.
(Inherited from Component.) | |
RemoveTextureTiling |
The intesity of the technique to remove texture tiling.
| |
SaveSupport |
Whether the object supports saving to a file.
(Inherited from Component.) | |
ScreenLabel |
The displaying mode of an on-screen label of the component in the scene editor.
(Inherited from Component.) | |
SectorsByDistance |
The amount of groups of objects sorted by the distance. The groups are rendered from near to far by the distance to the camera. The settings mainly helps to calibrate the GPU instancing.
| |
ShadowDirectionalDistance |
Rendering range of the shadows for Directional lights.
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ShadowDirectionalLightCascadeDistribution |
Defines shadow cascades distribution for Directional Lights. The distance of the current cascade, multiplied by this value gives distance to the next cascade.
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ShadowDirectionalLightCascades |
The number of cascades used for Directional Lights.
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ShadowDirectionalLightCascadeVisualize |
Whether to visualize shadow cascades for Directional Lights.
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ShadowDirectionalLightExtrusionDistance |
Maximum distance to camera where shadows from Directional Lights will be cast.
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ShadowDirectionalLightMaxCount |
Maximum number of Directional Lights that can cast shadows. The current pipeline is not support more than 1 directional light shadow casters.
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ShadowDirectionalLightTextureSize |
The size of a shadow texture for Directional Lights.
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ShadowIntensity |
The intensity of the shadows. The Light component also has a Shadow Intensity parameter to configure per light.
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ShadowMaterialOpacityMaskThresholdFactor |
The multiplier of OpacityMaskThreshold parameter of materials when user for shadow caster generation.
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ShadowObjectVisibilityDistanceFactor |
The multiplier of shadow visibility distance depending of object visibility distance.
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ShadowPointLightMaxCount |
Maximum number of point lights, that can cast shadows.
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ShadowPointLightTextureSize |
The size of a shadow texture for point lights.
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ShadowPointSpotlightDistance |
Rendering range of the shadows for Point and Spotlights.
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Shadows |
Whether shadows are enabled.
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ShadowSpotlightMaxCount |
Maximum number of spotlights, that can cast shadows.
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ShadowSpotlightTextureSize |
The size of shadow texture for spotlights.
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ShadowStatic |
Whether to enable the static shadows optimization. Use Shadow Static property of the Light component to configure static shadows.
| |
SimpleGeometryAntialiasing |
Enables antialising for simple geometry rendering. When Auto mode is enabled, antialiasing is disabled for limited devices (mobile).
(Inherited from RenderingPipeline.) | |
TessellationQuality |
The quality multiplier of the tessellation.
| |
TypeSettingsPrivateObjects |
Object settings when used as a type.
(Inherited from Component.) | |
UseMultiRenderTargets |
Enables using multi render targets during rendering the frame. It is enabled by default. MRT is not supported on limited devices (mobile).
(Inherited from RenderingPipeline.) | |
UseRenderTargets |
Enables using additional render targets during rendering the frame.
(Inherited from RenderingPipeline.) |