A render layer is the building block of your rendering; it is a structure that allows you to set up a single render pass. It acts as a container where objects can be placed for drawing.
There are basically three ways a RenderLayer can draw; using a single Camera; which will be used to render all the Object currently placed on it. The second way to draw a RenderLayer is by associating a Material; this will force the system to draw a full-screen pass. It is ideal to create post-processing effects and use compute Shader.
The last way a RenderLayer can be used is by placing Probe which will be used in turn as cameras drawing their surrounding in an environment map (aka Cubemap) or to a planar Texture.
See Also
| Name | Description |
|---|---|
scene | Parent Scene where the RenderLayer is maintained. |
camera | Reference to a Camera that resides in the same Scene where the active RenderLayer is maintained. |
material | The current Material connected to the active RenderLayer forcing it to be draw as a full screen quad. |
sensor | Force the RenderLayer to use the Actor list of an existing Camera Sensor. |
uid | Unique id to identify globally the active RenderLayer. |
| Name | Description |
|---|---|
adaptation_method | The default AdaptationMethod to use for AdaptiveMesh located on the active RenderLayer. |
adaptation_threshold | Threshold to use based on the active AdaptationMethod; either triangle count or pixel samples. |
adaptation_break | Force the adaptation system to break and stop refining as soon an acceptable quota is encountered. |
sorting_method | Specifies the way to sort the Object located on the active RenderLayer before drawing. |
name | Name to identify the current RenderLayer within its parent Scene. |
occlusion_mask | Bit mask of InclusionMask flags to tell the system the type of Object that should be included for occlusion queries. |
cap | Unique bit flag to identify the RenderLayer within its parent Scene. |
| Name | Description |
|---|---|
SetMaterial | Assign a Material to be used by the RenderLayer forcing it to draw a full screen quad usually used for post-processing effect and compute Shader. |
SetCamera | Assign the Camera to use use to draw the RenderLayer. |
SetSensor | Set which Camera Sensor for the RenderLayer to use in order to generate its render list. |
Object class flags used to create an inclusion mask that allows you to include or discard objects of a specific ObjectType.
fEmpty: Flag to include empty Object.fCamera: Flag to include Camera.fStaticMesh: Flag to include StaticMesh.fAdaptiveMesh: Flag to include AdaptiveMesh.fDynamicMesh: Flag to include DynamicMesh.fSkeletalMesh: Flag to include SkeletalMesh.fFracturedMesh: Flag to include FracturedMesh.fSoundSource: Flag to include SoundSource.fLightSource: Flag to include LightSource.fText: Flag to include Text.fParticleSystem: Flag to include ParticleSystem.fParticles: Flag to include Particles.fEnergyField: Flag to include EnergyField.fRoute: Flag to include Route.fRay: Flag to include Ray.fProbe: Flag to include Probe.fRegion: Flag to include Region.fOccluder: Flag to include Occluder.fFastOcclusion: May use a less accurate algorithm, which may be faster, but at the cost of more more false positives.fNotEqual: Only allow Object that doest not match with the filter to pass through.
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