View
A View encompasses all the state needed for rendering a Scene.
Renderer.render() operates on View objects. These View objects specify important parameters such as the Scene, Camera, Viewport, and various rendering parameters.
View instances are heavy objects that internally cache a lot of data needed for rendering. It is not advised for an application to use many View objects. For example, in a game, a View could be used for the main scene and another one for the game's user interface. More View instances could be used for creating special effects (a View is akin to a rendering pass).
See also
, Camera, RenderTarget
A View encompasses all the state needed for rendering a Scene.
Renderer.render() operates on View objects. These View objects specify important parameters such as the Scene, Camera, Viewport, and various rendering parameters.
View instances are heavy objects that internally cache a lot of data needed for rendering. It is not advised for an application to use many View objects. For example, in a game, a View could be used for the main scene and another one for the game's user interface. More View instances could be used for creating special effects (a View is akin to a rendering pass).
See also
, Camera, RenderTarget
A View encompasses all the state needed for rendering a Scene.
Renderer.render() operates on View objects. These View objects specify important parameters such as the Scene, Camera, Viewport, and various rendering parameters.
View instances are heavy objects that internally cache a lot of data needed for rendering. It is not advised for an application to use many View objects. For example, in a game, a View could be used for the main scene and another one for the game's user interface. More View instances could be used for creating special effects (a View is akin to a rendering pass).
See also
, Camera, RenderTarget
A View encompasses all the state needed for rendering a Scene.
Renderer.render() operates on View objects. These View objects specify important parameters such as the Scene, Camera, Viewport, and various rendering parameters.
View instances are heavy objects that internally cache a lot of data needed for rendering. It is not advised for an application to use many View objects. For example, in a game, a View could be used for the main scene and another one for the game's user interface. More View instances could be used for creating special effects (a View is akin to a rendering pass).
See also
, Camera, RenderTarget
A View encompasses all the state needed for rendering a Scene.
Renderer.render() operates on View objects. These View objects specify important parameters such as the Scene, Camera, Viewport, and various rendering parameters.
View instances are heavy objects that internally cache a lot of data needed for rendering. It is not advised for an application to use many View objects. For example, in a game, a View could be used for the main scene and another one for the game's user interface. More View instances could be used for creating special effects (a View is akin to a rendering pass).
See also
, Camera, RenderTarget
Types
Options for screen space Ambient Occlusion (SSAO) and Screen Space Cone Tracing (SSCT).
Options for screen space Ambient Occlusion (SSAO) and Screen Space Cone Tracing (SSCT).
Options for screen space Ambient Occlusion (SSAO) and Screen Space Cone Tracing (SSCT).
Options for screen space Ambient Occlusion (SSAO) and Screen Space Cone Tracing (SSCT).
Options for screen space Ambient Occlusion (SSAO) and Screen Space Cone Tracing (SSCT).
Anti-aliasing technique.
Anti-aliasing technique.
Anti-aliasing technique.
Anti-aliasing technique.
Anti-aliasing technique.
Blending mode for the view.
Blending mode for the view.
Blending mode for the view.
Blending mode for the view.
Blending mode for the view.
Options to control the bloom post-processing effect.
Options to control the bloom post-processing effect.
Options to control the bloom post-processing effect.
Options to control the bloom post-processing effect.
Options to control the bloom post-processing effect.
Options to control Depth of Field (DoF) effect in the scene.
Options to control Depth of Field (DoF) effect in the scene.
Options to control Depth of Field (DoF) effect in the scene.
Options to control Depth of Field (DoF) effect in the scene.
Options to control Depth of Field (DoF) effect in the scene.
Dithering mode for temporal coherence in rendering.
Dithering mode for temporal coherence in rendering.
Dithering mode for temporal coherence in rendering.
Dithering mode for temporal coherence in rendering.
Dithering mode for temporal coherence in rendering.
Dynamic resolution options control rendering resolution scaling to meet target frame rates.
Dynamic resolution options control rendering resolution scaling to meet target frame rates.
Dynamic resolution options control rendering resolution scaling to meet target frame rates.
Dynamic resolution options control rendering resolution scaling to meet target frame rates.
Dynamic resolution options control rendering resolution scaling to meet target frame rates.
Options to control large-scale fog in the scene.
Options to control large-scale fog in the scene.
Options to control large-scale fog in the scene.
Options to control large-scale fog in the scene.
Options to control large-scale fog in the scene.
Options for the screen-space guard band.
Options for the screen-space guard band.
Options for the screen-space guard band.
Options for the screen-space guard band.
Options for the screen-space guard band.
Options for Multi-Sample Anti-aliasing (MSAA).
Options for Multi-Sample Anti-aliasing (MSAA).
Options for Multi-Sample Anti-aliasing (MSAA).
Options for Multi-Sample Anti-aliasing (MSAA).
Options for Multi-Sample Anti-aliasing (MSAA).
Result of a picking (color-picking) query.
Result of a picking (color-picking) query.
Result of a picking (color-picking) query.
Result of a picking (color-picking) query.
Result of a picking (color-picking) query.
Generic quality level for various rendering options.
Generic quality level for various rendering options.
Generic quality level for various rendering options.
Generic quality level for various rendering options.
Generic quality level for various rendering options.
Options to control color buffer precision and quality settings.
Options to control color buffer precision and quality settings.
Options to control color buffer precision and quality settings.
Options to control color buffer precision and quality settings.
Options to control color buffer precision and quality settings.
Options for Screen-space Reflections (SSR).
Options for Screen-space Reflections (SSR).
Options for Screen-space Reflections (SSR).
Options for Screen-space Reflections (SSR).
Options for Screen-space Reflections (SSR).
Shadow rendering technique.
Shadow rendering technique.
Shadow rendering technique.
Shadow rendering technique.
Shadow rendering technique.
View-level options for DPCF and PCSS (soft) shadowing.
View-level options for DPCF and PCSS (soft) shadowing.
View-level options for DPCF and PCSS (soft) shadowing.
View-level options for DPCF and PCSS (soft) shadowing.
View-level options for DPCF and PCSS (soft) shadowing.
Options for stereoscopic (multi-eye) rendering.
Options for stereoscopic (multi-eye) rendering.
Options for stereoscopic (multi-eye) rendering.
Options for stereoscopic (multi-eye) rendering.
Options for stereoscopic (multi-eye) rendering.
Options for Temporal Anti-aliasing (TAA).
Options for Temporal Anti-aliasing (TAA).
Options for Temporal Anti-aliasing (TAA).
Options for Temporal Anti-aliasing (TAA).
Options for Temporal Anti-aliasing (TAA).
Options to control the vignetting effect (darkening at screen edges).
Options to control the vignetting effect (darkening at screen edges).
Options to control the vignetting effect (darkening at screen edges).
Options to control the vignetting effect (darkening at screen edges).
Options to control the vignetting effect (darkening at screen edges).
View-level options for VSM (Variance Shadow Maps) shadowing.
View-level options for VSM (Variance Shadow Maps) shadowing.
View-level options for VSM (Variance Shadow Maps) shadowing.
View-level options for VSM (Variance Shadow Maps) shadowing.
View-level options for VSM (Variance Shadow Maps) shadowing.
Properties
Screen-space ambient occlusion (SSAO) configuration.
Screen-space ambient occlusion (SSAO) configuration.
Screen-space ambient occlusion (SSAO) configuration.
Screen-space ambient occlusion (SSAO) configuration.
Screen-space ambient occlusion (SSAO) configuration.
Post-process anti-aliasing operator (AntiAliasing.FXAA by default).
Post-process anti-aliasing operator (AntiAliasing.FXAA by default).
Post-process anti-aliasing operator (AntiAliasing.FXAA by default).
Post-process anti-aliasing operator (AntiAliasing.FXAA by default).
Post-process anti-aliasing operator (AntiAliasing.FXAA by default).
How this View's result blends over the render target's existing content.
How this View's result blends over the render target's existing content.
How this View's result blends over the render target's existing content.
How this View's result blends over the render target's existing content.
How this View's result blends over the render target's existing content.
Bloom post-processing configuration (requires post-processing enabled).
Bloom post-processing configuration (requires post-processing enabled).
Bloom post-processing configuration (requires post-processing enabled).
Bloom post-processing configuration (requires post-processing enabled).
Bloom post-processing configuration (requires post-processing enabled).
The Camera this View is rendered from. A Camera can be associated to several Views.
The Camera this View is rendered from. A Camera can be associated to several Views.
The Camera this View is rendered from. A Camera can be associated to several Views.
The Camera this View is rendered from. A Camera can be associated to several Views.
Color grading to apply, or null for the default. The View does not own it.
Color grading to apply, or null for the default. The View does not own it.
Color grading to apply, or null for the default. The View does not own it.
Color grading to apply, or null for the default. The View does not own it.
Color grading to apply, or null for the default. The View does not own it.
Depth-of-field post-processing configuration (needs a focused camera).
Depth-of-field post-processing configuration (needs a focused camera).
Depth-of-field post-processing configuration (needs a focused camera).
Depth-of-field post-processing configuration (needs a focused camera).
Depth-of-field post-processing configuration (needs a focused camera).
Dithering applied to the final render to hide banding. Default: Dithering.TEMPORAL.
Dithering applied to the final render to hide banding. Default: Dithering.TEMPORAL.
Dithering applied to the final render to hide banding. Default: Dithering.TEMPORAL.
Dithering applied to the final render to hide banding. Default: Dithering.TEMPORAL.
Dithering applied to the final render to hide banding. Default: Dithering.TEMPORAL.
Dynamic-resolution (render scaling) configuration for this View.
Dynamic-resolution (render scaling) configuration for this View.
Dynamic-resolution (render scaling) configuration for this View.
Dynamic-resolution (render scaling) configuration for this View.
Dynamic-resolution (render scaling) configuration for this View.
The effective grid size used for world-origin snapping: gridSize when positive, otherwise the automatically calculated size.
The effective grid size used for world-origin snapping: gridSize when positive, otherwise the automatically calculated size.
The effective grid size used for world-origin snapping: gridSize when positive, otherwise the automatically calculated size.
The effective grid size used for world-origin snapping: gridSize when positive, otherwise the automatically calculated size.
The effective grid size used for world-origin snapping: gridSize when positive, otherwise the automatically calculated size.
Entity representing the large-scale fog object; can be transformed via TransformManager.
Entity representing the large-scale fog object; can be transformed via TransformManager.
Entity representing the large-scale fog object; can be transformed via TransformManager.
Entity representing the large-scale fog object; can be transformed via TransformManager.
Large-scale atmospheric fog configuration.
Large-scale atmospheric fog configuration.
Large-scale atmospheric fog configuration.
Large-scale atmospheric fog configuration.
Large-scale atmospheric fog configuration.
Grid size in world units used for grid-based world-origin snapping. 0 or negative means the size is calculated automatically from the camera frustum. Default: 0 (automatic).
Grid size in world units used for grid-based world-origin snapping. 0 or negative means the size is calculated automatically from the camera frustum. Default: 0 (automatic).
Grid size in world units used for grid-based world-origin snapping. 0 or negative means the size is calculated automatically from the camera frustum. Default: 0 (automatic).
Grid size in world units used for grid-based world-origin snapping. 0 or negative means the size is calculated automatically from the camera frustum. Default: 0 (automatic).
Guard-band configuration, letting some effects sample outside the viewport.
Guard-band configuration, letting some effects sample outside the viewport.
Guard-band configuration, letting some effects sample outside the viewport.
Guard-band configuration, letting some effects sample outside the viewport.
Guard-band configuration, letting some effects sample outside the viewport.
Inverts the winding order considered front-facing (counter-clockwise by default). Useful for mirror-like reflections rendered with a flipped camera.
Inverts the winding order considered front-facing (counter-clockwise by default). Useful for mirror-like reflections rendered with a flipped camera.
Inverts the winding order considered front-facing (counter-clockwise by default). Useful for mirror-like reflections rendered with a flipped camera.
Inverts the winding order considered front-facing (counter-clockwise by default). Useful for mirror-like reflections rendered with a flipped camera.
Inverts the winding order considered front-facing (counter-clockwise by default). Useful for mirror-like reflections rendered with a flipped camera.
Culls renderables outside the camera frustum. Default: true (disable only for debugging).
Culls renderables outside the camera frustum. Default: true (disable only for debugging).
Culls renderables outside the camera frustum. Default: true (disable only for debugging).
Culls renderables outside the camera frustum. Default: true (disable only for debugging).
Culls renderables outside the camera frustum. Default: true (disable only for debugging).
Enables or disables the post-processing stage (tone mapping, bloom, color grading, FXAA, dynamic scaling, …). Disabling it also disables features that depend on it. Default: enabled.
Enables or disables the post-processing stage (tone mapping, bloom, color grading, FXAA, dynamic scaling, …). Disabling it also disables features that depend on it. Default: enabled.
Enables or disables the post-processing stage (tone mapping, bloom, color grading, FXAA, dynamic scaling, …). Disabling it also disables features that depend on it. Default: enabled.
Enables or disables the post-processing stage (tone mapping, bloom, color grading, FXAA, dynamic scaling, …). Disabling it also disables features that depend on it. Default: enabled.
Enables or disables the post-processing stage (tone mapping, bloom, color grading, FXAA, dynamic scaling, …). Disabling it also disables features that depend on it. Default: enabled.
Enables screen-space refraction for refractive materials. Default: true.
Enables screen-space refraction for refractive materials. Default: true.
Enables screen-space refraction for refractive materials. Default: true.
Enables screen-space refraction for refractive materials. Default: true.
Enables screen-space refraction for refractive materials. Default: true.
Master switch for shadow mapping in this View. Default: true.
Master switch for shadow mapping in this View. Default: true.
Master switch for shadow mapping in this View. Default: true.
Master switch for shadow mapping in this View. Default: true.
Master switch for shadow mapping in this View. Default: true.
Allocates a stencil buffer for this View (required for stencil-based effects). Default: false.
Allocates a stencil buffer for this View (required for stencil-based effects). Default: false.
Allocates a stencil buffer for this View (required for stencil-based effects). Default: false.
Allocates a stencil buffer for this View (required for stencil-based effects). Default: false.
Allocates a stencil buffer for this View (required for stencil-based effects). Default: false.
Includes transparent renderables in pick results. Default: true.
Includes transparent renderables in pick results. Default: true.
Includes transparent renderables in pick results. Default: true.
Includes transparent renderables in pick results. Default: true.
Includes transparent renderables in pick results. Default: true.
Hardware MSAA configuration (independent of antiAliasing/TAA).
Hardware MSAA configuration (independent of antiAliasing/TAA).
Hardware MSAA configuration (independent of antiAliasing/TAA).
Hardware MSAA configuration (independent of antiAliasing/TAA).
Hardware MSAA configuration (independent of antiAliasing/TAA).
Global quality/performance trade-offs (e.g. color-buffer precision) for this View.
Global quality/performance trade-offs (e.g. color-buffer precision) for this View.
Global quality/performance trade-offs (e.g. color-buffer precision) for this View.
Global quality/performance trade-offs (e.g. color-buffer precision) for this View.
Global quality/performance trade-offs (e.g. color-buffer precision) for this View.
Off-screen RenderTarget to render into, or null to render into the SwapChain. The render target is not owned by the View.
Off-screen RenderTarget to render into, or null to render into the SwapChain. The render target is not owned by the View.
Off-screen RenderTarget to render into, or null to render into the SwapChain. The render target is not owned by the View.
Off-screen RenderTarget to render into, or null to render into the SwapChain. The render target is not owned by the View.
Off-screen RenderTarget to render into, or null to render into the SwapChain. The render target is not owned by the View.
The Scene associated with this View. A Scene can be associated to several Views.
The Scene associated with this View. A Scene can be associated to several Views.
The Scene associated with this View. A Scene can be associated to several Views.
The Scene associated with this View. A Scene can be associated to several Views.
Screen-space reflections configuration.
Screen-space reflections configuration.
Screen-space reflections configuration.
Screen-space reflections configuration.
Screen-space reflections configuration.
Shadow mapping technique for the whole View (ShadowType.PCF, VSM, DPCF, PCSS).
Shadow mapping technique for the whole View (ShadowType.PCF, VSM, DPCF, PCSS).
Shadow mapping technique for the whole View (ShadowType.PCF, VSM, DPCF, PCSS).
Shadow mapping technique for the whole View (ShadowType.PCF, VSM, DPCF, PCSS).
Shadow mapping technique for the whole View (ShadowType.PCF, VSM, DPCF, PCSS).
Soft shadow options; only applies when shadowType is DPCF or PCSS.
Soft shadow options; only applies when shadowType is DPCF or PCSS.
Soft shadow options; only applies when shadowType is DPCF or PCSS.
Soft shadow options; only applies when shadowType is DPCF or PCSS.
Soft shadow options; only applies when shadowType is DPCF or PCSS.
Stereoscopic (VR) rendering configuration; must be set before the first frame.
Stereoscopic (VR) rendering configuration; must be set before the first frame.
Stereoscopic (VR) rendering configuration; must be set before the first frame.
Stereoscopic (VR) rendering configuration; must be set before the first frame.
Stereoscopic (VR) rendering configuration; must be set before the first frame.
Temporal anti-aliasing (TAA) configuration; effective when antiAliasing permits it.
Temporal anti-aliasing (TAA) configuration; effective when antiAliasing permits it.
Temporal anti-aliasing (TAA) configuration; effective when antiAliasing permits it.
Temporal anti-aliasing (TAA) configuration; effective when antiAliasing permits it.
Temporal anti-aliasing (TAA) configuration; effective when antiAliasing permits it.
Vignette post-processing configuration.
Vignette post-processing configuration.
Vignette post-processing configuration.
Vignette post-processing configuration.
Vignette post-processing configuration.
Variance shadow mapping options; only applies when shadowType is ShadowType.VSM.
Variance shadow mapping options; only applies when shadowType is ShadowType.VSM.
Variance shadow mapping options; only applies when shadowType is ShadowType.VSM.
Variance shadow mapping options; only applies when shadowType is ShadowType.VSM.
Variance shadow mapping options; only applies when shadowType is ShadowType.VSM.
Functions
Discards accumulated frame history (TAA, SSR). Call after a camera cut to avoid ghosting.
Discards accumulated frame history (TAA, SSR). Call after a camera cut to avoid ghosting.
Discards accumulated frame history (TAA, SSR). Call after a camera cut to avoid ghosting.
Discards accumulated frame history (TAA, SSR). Call after a camera cut to avoid ghosting.
Discards accumulated frame history (TAA, SSR). Call after a camera cut to avoid ghosting.
Returns the [x, y] scale factors dynamic resolution used on the last frame.
Returns the [x, y] scale factors dynamic resolution used on the last frame.
Returns the [x, y] scale factors dynamic resolution used on the last frame.
Returns the [x, y] scale factors dynamic resolution used on the last frame.
Returns the [x, y] scale factors dynamic resolution used on the last frame.
Returns the current visible-layer bitmask.
Returns the current visible-layer bitmask.
Returns the current visible-layer bitmask.
Returns the current visible-layer bitmask.
Returns the current visible-layer bitmask.
Returns the most recent number of visible renderables for the current Scene, as calculated the last time Renderer.render() was called with this View and Scene.
Returns the most recent number of visible renderables for the current Scene, as calculated the last time Renderer.render() was called with this View and Scene.
Returns the most recent number of visible renderables for the current Scene, as calculated the last time Renderer.render() was called with this View and Scene.
Returns the most recent number of visible renderables for the current Scene, as calculated the last time Renderer.render() was called with this View and Scene.
Returns the most recent number of visible renderables for the current Scene, as calculated the last time Renderer.render() was called with this View and Scene.
Sets the near/far planes (in world units, > 0) used to compute the froxel grid for dynamic lighting. Only lights within this range are lit. Defaults: 5 / 100.
Sets the near/far planes (in world units, > 0) used to compute the froxel grid for dynamic lighting. Only lights within this range are lit. Defaults: 5 / 100.
Sets the near/far planes (in world units, > 0) used to compute the froxel grid for dynamic lighting. Only lights within this range are lit. Defaults: 5 / 100.
Sets the near/far planes (in world units, > 0) used to compute the froxel grid for dynamic lighting. Only lights within this range are lit. Defaults: 5 / 100.
Sets the near/far planes (in world units, > 0) used to compute the froxel grid for dynamic lighting. Only lights within this range are lit. Defaults: 5 / 100.
Convenience over setVisibleLayers toggling a single layer (0–7).
Convenience over setVisibleLayers toggling a single layer (0–7).
Convenience over setVisibleLayers toggling a single layer (0–7).
Convenience over setVisibleLayers toggling a single layer (0–7).
Convenience over setVisibleLayers toggling a single layer (0–7).
Sets the float4 material-global value at index (0–3), readable from all materials.
Sets the float4 material-global value at index (0–3), readable from all materials.
Sets the float4 material-global value at index (0–3), readable from all materials.
Sets the float4 material-global value at index (0–3), readable from all materials.
Sets the float4 material-global value at index (0–3), readable from all materials.