Lib.render.postfx.GodRays - tixl3d/tixl GitHub Wiki
Uses the z-buffer to draw god rays.
A different approach [LightRaysFx]
Useful Ops for a PostFX Pipeline: [MotionBlur] [DepthOfField] [ChromaticAbberation] [Glow] [Grain] [Blur]
Name (Relevancy & Type) | Description |
---|---|
Image (Texture2DRequired) | Image Input usually [Camera] -> [RenderTarget] |
DepthBuffer (Texture2DRequired) | DepthBuffer Input e.g. from [RenderTarget] |
CameraReference (ObjectRequired) | [Reference] from [Camera] Output |
LightPosition (Vector3Required) | Center / Position of the Lightsource ProTip: Use the position of a [Locator] for a [Pointlight] and as an Input |
RayColor (Vector4) | Selects a color that is multiplied with the rays |
OriginalColor (Vector4) | Tints / Multiplies a color with the original image input |
Samples (Int32) | Controls the amount of samples. Higher values create smoother and brighter results at the price of performance |
CenterIntensity (Single) | Defines the intensity of the effect |
RayIntensity (Single) | Defines the brightness of the beams |
Decay (Single) | Defines the degree to which the effect decreases with greater distance from the light source. |
ShiftDepth (Single) | Defines the image depth up to which the effect should be applied |
Size (Single) | Scales the samples to the depth of the image |
Offset (Single) | Scales the image effect separately from the original image |
BlurSamples (Int32) | Amount of Blur samples |
BlurSize (Single) | Size of the blur effect |
BlurOffset (Single) | Blur effect offset |
Name | Type |
---|---|
TextureOutput | T3.Core.DataTypes.Texture2D |
Please help use to improve this documentation. Feel free to improve the description.
⚠ Everything else is automatically generated and will be overwritten regularly.