Event Browser ‐ Details - andyoneal/SphereOpt GitHub Wiki
This is an example description of the different passes and events when rendering a frame. Your's may look different depending on the scene and what kind of graphics options are enabled.
Compute Pass #1
- All of the LOD compute shaders that run first and decide which objects should be rendered and at what LOD.
Dispatch(44, 1, 1)
44 instances of an object are passed to the compute shader
Color Pass #1
- Handles “skinning” for SkinnedMeshes, which is really only the player Mecha.
Color Pass #2
- Draws a mask for the atmosphere blur effect, saves it for later.
Color Pass #3
- Draws the little spinning cube/matrix effect that appears inside the lab, saves it for later.
Color Pass #4
- Draws the minimap globe, saves it for later.
Depth Only Pass #1
- Draws the entire scene, but without color, for use in determining depth in the scene later.
- Used for calculating shadows
Depth Only Pass #2
- Again, draws the scene without color, but from the perspective of the light (the local star).
- Does this four times in the same image, which are later combined to create “soft” shadows.
DrawIndexed(6) (appears outside of a named pass)
- Combines the DepthTexture created in Depth Only Pass #1 with the ShadowMap created in Depth Only Pass #2 to create the final “Screenspace Shadowmap” used for adding shadows in the next pass.
Color Pass #5
- This is where the real rending that you see on screen begins.
- All of the opaque objects are rendered, then the transparent ones (transparent meaning particle effects, glass, building grid, etc)
Many draws outside of a pass
- Full screen effects, mostly Bloom and Sun Shafts
Color Pass #5
- UI is drawn
A little more bloom, then the final image is output.