UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
MaterialSceneTextureId.h File Reference
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "MaterialSceneTextureId.generated.h"

Go to the source code of this file.

Enumerations

enum  ESceneTextureId : int {
  UMETA =(DisplayName="SceneColor") , UMETA =(DisplayName="SceneColor") , UMETA =(DisplayName="SceneColor") , UMETA =(DisplayName="SceneColor") ,
  UMETA =(DisplayName="SceneColor") , UMETA =(DisplayName="SceneColor") , UMETA =(DisplayName="SceneColor") , UMETA =(DisplayName="SceneColor") ,
  UMETA =(DisplayName="SceneColor") , UMETA =(DisplayName="SceneColor") , UMETA =(DisplayName="SceneColor") , UMETA =(DisplayName="SceneColor") ,
  UMETA =(DisplayName="SceneColor") , UMETA =(DisplayName="SceneColor") , UMETA =(DisplayName="SceneColor") , UMETA =(DisplayName="SceneColor") ,
  UMETA =(DisplayName="SceneColor") , UMETA =(DisplayName="SceneColor") , UMETA =(DisplayName="SceneColor") , UMETA =(DisplayName="SceneColor") ,
  UMETA =(DisplayName="SceneColor") , UMETA =(DisplayName="SceneColor") , UMETA =(DisplayName="SceneColor") , UMETA =(DisplayName="SceneColor") ,
  UMETA =(DisplayName="SceneColor") , UMETA =(DisplayName="SceneColor") , UMETA =(DisplayName="SceneColor") , UMETA =(DisplayName="SceneColor") ,
  UMETA =(DisplayName="SceneColor") , UMETA =(DisplayName="SceneColor") , UMETA =(DisplayName="SceneColor") , UMETA =(DisplayName="SceneColor") ,
  PPI_UserSceneTexture0 = 32 UMETA(Hidden) , UMETA =(DisplayName="SceneColor") , UMETA =(DisplayName="SceneColor") , UMETA =(DisplayName="SceneColor") ,
  UMETA =(DisplayName="SceneColor") , UMETA =(DisplayName="SceneColor") , UMETA =(DisplayName="SceneColor")
}
 

Enumeration Type Documentation

◆ ESceneTextureId

like EPassInputId but can expose more e.g. GBuffer

Enumerator
UMETA 

Scene color, normal post process passes should use PostProcessInput0

Scene depth, single channel, contains the linear depth of the opaque objects

Material diffuse, RGB color (computed from GBuffer)

Material specular, RGB color (computed from GBuffer)

Material subsurface, RGB color (GBuffer, only for some ShadingModels)

Material base, RGB color (GBuffer), can be modified on read by the ShadingModel, consider StoredBasedColor

Material specular, single channel (GBuffer), can be modified on read by the ShadingModel, consider StoredSpecular

Material metallic, single channel (GBuffer)

Normal, RGB in -1..1 range, not normalized (GBuffer)

Not yet supported

Material opacity, single channel (GBuffer)

Material roughness, single channel (GBuffer)

Material ambient occlusion, single channel (GBuffer)

Scene depth, single channel, contains the linear depth of the opaque objects rendered with CustomDepth (mesh property)

Input #0 of this postprocess pass, usually the only one hooked up

Input #1 of this postprocess pass, usually not used

Input #2 of this postprocess pass, usually not used

Input #3 of this postprocess pass, usually not used

Input #4 of this postprocess pass, usually not used

Input #5 of this postprocess pass, usually not used

Input #6 of this postprocess pass, usually not used

Decal Mask, single bit (was moved to stencil for better performance, not accessible at the moment)

Shading model

Shading model ID

Ambient Occlusion, single channel

Scene stencil, contains CustomStencil mesh property of the opaque objects rendered with CustomDepth

Material base, RGB color (GBuffer)

Material specular, single channel (GBuffer)

Scene Velocity

Tangent, RGB in -1..1 range, not normalized (GBuffer)

Material anisotropy, single channel (GBuffer)

Whether the pixel is marked as belonging to an opaque first person primitive, single channel (GBuffer)

UMETA 

Scene color, normal post process passes should use PostProcessInput0

Scene depth, single channel, contains the linear depth of the opaque objects

Material diffuse, RGB color (computed from GBuffer)

Material specular, RGB color (computed from GBuffer)

Material subsurface, RGB color (GBuffer, only for some ShadingModels)

Material base, RGB color (GBuffer), can be modified on read by the ShadingModel, consider StoredBasedColor

Material specular, single channel (GBuffer), can be modified on read by the ShadingModel, consider StoredSpecular

Material metallic, single channel (GBuffer)

Normal, RGB in -1..1 range, not normalized (GBuffer)

Not yet supported

Material opacity, single channel (GBuffer)

Material roughness, single channel (GBuffer)

Material ambient occlusion, single channel (GBuffer)

Scene depth, single channel, contains the linear depth of the opaque objects rendered with CustomDepth (mesh property)

Input #0 of this postprocess pass, usually the only one hooked up

Input #1 of this postprocess pass, usually not used

Input #2 of this postprocess pass, usually not used

Input #3 of this postprocess pass, usually not used

Input #4 of this postprocess pass, usually not used

Input #5 of this postprocess pass, usually not used

Input #6 of this postprocess pass, usually not used

Decal Mask, single bit (was moved to stencil for better performance, not accessible at the moment)

Shading model

Shading model ID

Ambient Occlusion, single channel

Scene stencil, contains CustomStencil mesh property of the opaque objects rendered with CustomDepth

Material base, RGB color (GBuffer)

Material specular, single channel (GBuffer)

Scene Velocity

Tangent, RGB in -1..1 range, not normalized (GBuffer)

Material anisotropy, single channel (GBuffer)

Whether the pixel is marked as belonging to an opaque first person primitive, single channel (GBuffer)

UMETA 

Scene color, normal post process passes should use PostProcessInput0

Scene depth, single channel, contains the linear depth of the opaque objects

Material diffuse, RGB color (computed from GBuffer)

Material specular, RGB color (computed from GBuffer)

Material subsurface, RGB color (GBuffer, only for some ShadingModels)

Material base, RGB color (GBuffer), can be modified on read by the ShadingModel, consider StoredBasedColor

Material specular, single channel (GBuffer), can be modified on read by the ShadingModel, consider StoredSpecular

Material metallic, single channel (GBuffer)

Normal, RGB in -1..1 range, not normalized (GBuffer)

Not yet supported

Material opacity, single channel (GBuffer)

Material roughness, single channel (GBuffer)

Material ambient occlusion, single channel (GBuffer)

Scene depth, single channel, contains the linear depth of the opaque objects rendered with CustomDepth (mesh property)

Input #0 of this postprocess pass, usually the only one hooked up

Input #1 of this postprocess pass, usually not used

Input #2 of this postprocess pass, usually not used

Input #3 of this postprocess pass, usually not used

Input #4 of this postprocess pass, usually not used

Input #5 of this postprocess pass, usually not used

Input #6 of this postprocess pass, usually not used

Decal Mask, single bit (was moved to stencil for better performance, not accessible at the moment)

Shading model

Shading model ID

Ambient Occlusion, single channel

Scene stencil, contains CustomStencil mesh property of the opaque objects rendered with CustomDepth

Material base, RGB color (GBuffer)

Material specular, single channel (GBuffer)

Scene Velocity

Tangent, RGB in -1..1 range, not normalized (GBuffer)

Material anisotropy, single channel (GBuffer)

Whether the pixel is marked as belonging to an opaque first person primitive, single channel (GBuffer)

UMETA 

Scene color, normal post process passes should use PostProcessInput0

Scene depth, single channel, contains the linear depth of the opaque objects

Material diffuse, RGB color (computed from GBuffer)

Material specular, RGB color (computed from GBuffer)

Material subsurface, RGB color (GBuffer, only for some ShadingModels)

Material base, RGB color (GBuffer), can be modified on read by the ShadingModel, consider StoredBasedColor

Material specular, single channel (GBuffer), can be modified on read by the ShadingModel, consider StoredSpecular

Material metallic, single channel (GBuffer)

Normal, RGB in -1..1 range, not normalized (GBuffer)

Not yet supported

Material opacity, single channel (GBuffer)

Material roughness, single channel (GBuffer)

Material ambient occlusion, single channel (GBuffer)

Scene depth, single channel, contains the linear depth of the opaque objects rendered with CustomDepth (mesh property)

Input #0 of this postprocess pass, usually the only one hooked up

Input #1 of this postprocess pass, usually not used

Input #2 of this postprocess pass, usually not used

Input #3 of this postprocess pass, usually not used

Input #4 of this postprocess pass, usually not used

Input #5 of this postprocess pass, usually not used

Input #6 of this postprocess pass, usually not used

Decal Mask, single bit (was moved to stencil for better performance, not accessible at the moment)

Shading model

Shading model ID

Ambient Occlusion, single channel

Scene stencil, contains CustomStencil mesh property of the opaque objects rendered with CustomDepth

Material base, RGB color (GBuffer)

Material specular, single channel (GBuffer)

Scene Velocity

Tangent, RGB in -1..1 range, not normalized (GBuffer)

Material anisotropy, single channel (GBuffer)

Whether the pixel is marked as belonging to an opaque first person primitive, single channel (GBuffer)

UMETA 

Scene color, normal post process passes should use PostProcessInput0

Scene depth, single channel, contains the linear depth of the opaque objects

Material diffuse, RGB color (computed from GBuffer)

Material specular, RGB color (computed from GBuffer)

Material subsurface, RGB color (GBuffer, only for some ShadingModels)

Material base, RGB color (GBuffer), can be modified on read by the ShadingModel, consider StoredBasedColor

Material specular, single channel (GBuffer), can be modified on read by the ShadingModel, consider StoredSpecular

Material metallic, single channel (GBuffer)

Normal, RGB in -1..1 range, not normalized (GBuffer)

Not yet supported

Material opacity, single channel (GBuffer)

Material roughness, single channel (GBuffer)

Material ambient occlusion, single channel (GBuffer)

Scene depth, single channel, contains the linear depth of the opaque objects rendered with CustomDepth (mesh property)

Input #0 of this postprocess pass, usually the only one hooked up

Input #1 of this postprocess pass, usually not used

Input #2 of this postprocess pass, usually not used

Input #3 of this postprocess pass, usually not used

Input #4 of this postprocess pass, usually not used

Input #5 of this postprocess pass, usually not used

Input #6 of this postprocess pass, usually not used

Decal Mask, single bit (was moved to stencil for better performance, not accessible at the moment)

Shading model

Shading model ID

Ambient Occlusion, single channel

Scene stencil, contains CustomStencil mesh property of the opaque objects rendered with CustomDepth

Material base, RGB color (GBuffer)

Material specular, single channel (GBuffer)

Scene Velocity

Tangent, RGB in -1..1 range, not normalized (GBuffer)

Material anisotropy, single channel (GBuffer)

Whether the pixel is marked as belonging to an opaque first person primitive, single channel (GBuffer)

UMETA 

Scene color, normal post process passes should use PostProcessInput0

Scene depth, single channel, contains the linear depth of the opaque objects

Material diffuse, RGB color (computed from GBuffer)

Material specular, RGB color (computed from GBuffer)

Material subsurface, RGB color (GBuffer, only for some ShadingModels)

Material base, RGB color (GBuffer), can be modified on read by the ShadingModel, consider StoredBasedColor

Material specular, single channel (GBuffer), can be modified on read by the ShadingModel, consider StoredSpecular

Material metallic, single channel (GBuffer)

Normal, RGB in -1..1 range, not normalized (GBuffer)

Not yet supported

Material opacity, single channel (GBuffer)

Material roughness, single channel (GBuffer)

Material ambient occlusion, single channel (GBuffer)

Scene depth, single channel, contains the linear depth of the opaque objects rendered with CustomDepth (mesh property)

Input #0 of this postprocess pass, usually the only one hooked up

Input #1 of this postprocess pass, usually not used

Input #2 of this postprocess pass, usually not used

Input #3 of this postprocess pass, usually not used

Input #4 of this postprocess pass, usually not used

Input #5 of this postprocess pass, usually not used

Input #6 of this postprocess pass, usually not used

Decal Mask, single bit (was moved to stencil for better performance, not accessible at the moment)

Shading model

Shading model ID

Ambient Occlusion, single channel

Scene stencil, contains CustomStencil mesh property of the opaque objects rendered with CustomDepth

Material base, RGB color (GBuffer)

Material specular, single channel (GBuffer)

Scene Velocity

Tangent, RGB in -1..1 range, not normalized (GBuffer)

Material anisotropy, single channel (GBuffer)

Whether the pixel is marked as belonging to an opaque first person primitive, single channel (GBuffer)

UMETA 

Scene color, normal post process passes should use PostProcessInput0

Scene depth, single channel, contains the linear depth of the opaque objects

Material diffuse, RGB color (computed from GBuffer)

Material specular, RGB color (computed from GBuffer)

Material subsurface, RGB color (GBuffer, only for some ShadingModels)

Material base, RGB color (GBuffer), can be modified on read by the ShadingModel, consider StoredBasedColor

Material specular, single channel (GBuffer), can be modified on read by the ShadingModel, consider StoredSpecular

Material metallic, single channel (GBuffer)

Normal, RGB in -1..1 range, not normalized (GBuffer)

Not yet supported

Material opacity, single channel (GBuffer)

Material roughness, single channel (GBuffer)

Material ambient occlusion, single channel (GBuffer)

Scene depth, single channel, contains the linear depth of the opaque objects rendered with CustomDepth (mesh property)

Input #0 of this postprocess pass, usually the only one hooked up

Input #1 of this postprocess pass, usually not used

Input #2 of this postprocess pass, usually not used

Input #3 of this postprocess pass, usually not used

Input #4 of this postprocess pass, usually not used

Input #5 of this postprocess pass, usually not used

Input #6 of this postprocess pass, usually not used

Decal Mask, single bit (was moved to stencil for better performance, not accessible at the moment)

Shading model

Shading model ID

Ambient Occlusion, single channel

Scene stencil, contains CustomStencil mesh property of the opaque objects rendered with CustomDepth

Material base, RGB color (GBuffer)

Material specular, single channel (GBuffer)

Scene Velocity

Tangent, RGB in -1..1 range, not normalized (GBuffer)

Material anisotropy, single channel (GBuffer)

Whether the pixel is marked as belonging to an opaque first person primitive, single channel (GBuffer)

UMETA 

Scene color, normal post process passes should use PostProcessInput0

Scene depth, single channel, contains the linear depth of the opaque objects

Material diffuse, RGB color (computed from GBuffer)

Material specular, RGB color (computed from GBuffer)

Material subsurface, RGB color (GBuffer, only for some ShadingModels)

Material base, RGB color (GBuffer), can be modified on read by the ShadingModel, consider StoredBasedColor

Material specular, single channel (GBuffer), can be modified on read by the ShadingModel, consider StoredSpecular

Material metallic, single channel (GBuffer)

Normal, RGB in -1..1 range, not normalized (GBuffer)

Not yet supported

Material opacity, single channel (GBuffer)

Material roughness, single channel (GBuffer)

Material ambient occlusion, single channel (GBuffer)

Scene depth, single channel, contains the linear depth of the opaque objects rendered with CustomDepth (mesh property)

Input #0 of this postprocess pass, usually the only one hooked up

Input #1 of this postprocess pass, usually not used

Input #2 of this postprocess pass, usually not used

Input #3 of this postprocess pass, usually not used

Input #4 of this postprocess pass, usually not used

Input #5 of this postprocess pass, usually not used

Input #6 of this postprocess pass, usually not used

Decal Mask, single bit (was moved to stencil for better performance, not accessible at the moment)

Shading model

Shading model ID

Ambient Occlusion, single channel

Scene stencil, contains CustomStencil mesh property of the opaque objects rendered with CustomDepth

Material base, RGB color (GBuffer)

Material specular, single channel (GBuffer)

Scene Velocity

Tangent, RGB in -1..1 range, not normalized (GBuffer)

Material anisotropy, single channel (GBuffer)

Whether the pixel is marked as belonging to an opaque first person primitive, single channel (GBuffer)

UMETA 

Scene color, normal post process passes should use PostProcessInput0

Scene depth, single channel, contains the linear depth of the opaque objects

Material diffuse, RGB color (computed from GBuffer)

Material specular, RGB color (computed from GBuffer)

Material subsurface, RGB color (GBuffer, only for some ShadingModels)

Material base, RGB color (GBuffer), can be modified on read by the ShadingModel, consider StoredBasedColor

Material specular, single channel (GBuffer), can be modified on read by the ShadingModel, consider StoredSpecular

Material metallic, single channel (GBuffer)

Normal, RGB in -1..1 range, not normalized (GBuffer)

Not yet supported

Material opacity, single channel (GBuffer)

Material roughness, single channel (GBuffer)

Material ambient occlusion, single channel (GBuffer)

Scene depth, single channel, contains the linear depth of the opaque objects rendered with CustomDepth (mesh property)

Input #0 of this postprocess pass, usually the only one hooked up

Input #1 of this postprocess pass, usually not used

Input #2 of this postprocess pass, usually not used

Input #3 of this postprocess pass, usually not used

Input #4 of this postprocess pass, usually not used

Input #5 of this postprocess pass, usually not used

Input #6 of this postprocess pass, usually not used

Decal Mask, single bit (was moved to stencil for better performance, not accessible at the moment)

Shading model

Shading model ID

Ambient Occlusion, single channel

Scene stencil, contains CustomStencil mesh property of the opaque objects rendered with CustomDepth

Material base, RGB color (GBuffer)

Material specular, single channel (GBuffer)

Scene Velocity

Tangent, RGB in -1..1 range, not normalized (GBuffer)

Material anisotropy, single channel (GBuffer)

Whether the pixel is marked as belonging to an opaque first person primitive, single channel (GBuffer)

UMETA 

Scene color, normal post process passes should use PostProcessInput0

Scene depth, single channel, contains the linear depth of the opaque objects

Material diffuse, RGB color (computed from GBuffer)

Material specular, RGB color (computed from GBuffer)

Material subsurface, RGB color (GBuffer, only for some ShadingModels)

Material base, RGB color (GBuffer), can be modified on read by the ShadingModel, consider StoredBasedColor

Material specular, single channel (GBuffer), can be modified on read by the ShadingModel, consider StoredSpecular

Material metallic, single channel (GBuffer)

Normal, RGB in -1..1 range, not normalized (GBuffer)

Not yet supported

Material opacity, single channel (GBuffer)

Material roughness, single channel (GBuffer)

Material ambient occlusion, single channel (GBuffer)

Scene depth, single channel, contains the linear depth of the opaque objects rendered with CustomDepth (mesh property)

Input #0 of this postprocess pass, usually the only one hooked up

Input #1 of this postprocess pass, usually not used

Input #2 of this postprocess pass, usually not used

Input #3 of this postprocess pass, usually not used

Input #4 of this postprocess pass, usually not used

Input #5 of this postprocess pass, usually not used

Input #6 of this postprocess pass, usually not used

Decal Mask, single bit (was moved to stencil for better performance, not accessible at the moment)

Shading model

Shading model ID

Ambient Occlusion, single channel

Scene stencil, contains CustomStencil mesh property of the opaque objects rendered with CustomDepth

Material base, RGB color (GBuffer)

Material specular, single channel (GBuffer)

Scene Velocity

Tangent, RGB in -1..1 range, not normalized (GBuffer)

Material anisotropy, single channel (GBuffer)

Whether the pixel is marked as belonging to an opaque first person primitive, single channel (GBuffer)

UMETA 

Scene color, normal post process passes should use PostProcessInput0

Scene depth, single channel, contains the linear depth of the opaque objects

Material diffuse, RGB color (computed from GBuffer)

Material specular, RGB color (computed from GBuffer)

Material subsurface, RGB color (GBuffer, only for some ShadingModels)

Material base, RGB color (GBuffer), can be modified on read by the ShadingModel, consider StoredBasedColor

Material specular, single channel (GBuffer), can be modified on read by the ShadingModel, consider StoredSpecular

Material metallic, single channel (GBuffer)

Normal, RGB in -1..1 range, not normalized (GBuffer)

Not yet supported

Material opacity, single channel (GBuffer)

Material roughness, single channel (GBuffer)

Material ambient occlusion, single channel (GBuffer)

Scene depth, single channel, contains the linear depth of the opaque objects rendered with CustomDepth (mesh property)

Input #0 of this postprocess pass, usually the only one hooked up

Input #1 of this postprocess pass, usually not used

Input #2 of this postprocess pass, usually not used

Input #3 of this postprocess pass, usually not used

Input #4 of this postprocess pass, usually not used

Input #5 of this postprocess pass, usually not used

Input #6 of this postprocess pass, usually not used

Decal Mask, single bit (was moved to stencil for better performance, not accessible at the moment)

Shading model

Shading model ID

Ambient Occlusion, single channel

Scene stencil, contains CustomStencil mesh property of the opaque objects rendered with CustomDepth

Material base, RGB color (GBuffer)

Material specular, single channel (GBuffer)

Scene Velocity

Tangent, RGB in -1..1 range, not normalized (GBuffer)

Material anisotropy, single channel (GBuffer)

Whether the pixel is marked as belonging to an opaque first person primitive, single channel (GBuffer)

UMETA 

Scene color, normal post process passes should use PostProcessInput0

Scene depth, single channel, contains the linear depth of the opaque objects

Material diffuse, RGB color (computed from GBuffer)

Material specular, RGB color (computed from GBuffer)

Material subsurface, RGB color (GBuffer, only for some ShadingModels)

Material base, RGB color (GBuffer), can be modified on read by the ShadingModel, consider StoredBasedColor

Material specular, single channel (GBuffer), can be modified on read by the ShadingModel, consider StoredSpecular

Material metallic, single channel (GBuffer)

Normal, RGB in -1..1 range, not normalized (GBuffer)

Not yet supported

Material opacity, single channel (GBuffer)

Material roughness, single channel (GBuffer)

Material ambient occlusion, single channel (GBuffer)

Scene depth, single channel, contains the linear depth of the opaque objects rendered with CustomDepth (mesh property)

Input #0 of this postprocess pass, usually the only one hooked up

Input #1 of this postprocess pass, usually not used

Input #2 of this postprocess pass, usually not used

Input #3 of this postprocess pass, usually not used

Input #4 of this postprocess pass, usually not used

Input #5 of this postprocess pass, usually not used

Input #6 of this postprocess pass, usually not used

Decal Mask, single bit (was moved to stencil for better performance, not accessible at the moment)

Shading model

Shading model ID

Ambient Occlusion, single channel

Scene stencil, contains CustomStencil mesh property of the opaque objects rendered with CustomDepth

Material base, RGB color (GBuffer)

Material specular, single channel (GBuffer)

Scene Velocity

Tangent, RGB in -1..1 range, not normalized (GBuffer)

Material anisotropy, single channel (GBuffer)

Whether the pixel is marked as belonging to an opaque first person primitive, single channel (GBuffer)

UMETA 

Scene color, normal post process passes should use PostProcessInput0

Scene depth, single channel, contains the linear depth of the opaque objects

Material diffuse, RGB color (computed from GBuffer)

Material specular, RGB color (computed from GBuffer)

Material subsurface, RGB color (GBuffer, only for some ShadingModels)

Material base, RGB color (GBuffer), can be modified on read by the ShadingModel, consider StoredBasedColor

Material specular, single channel (GBuffer), can be modified on read by the ShadingModel, consider StoredSpecular

Material metallic, single channel (GBuffer)

Normal, RGB in -1..1 range, not normalized (GBuffer)

Not yet supported

Material opacity, single channel (GBuffer)

Material roughness, single channel (GBuffer)

Material ambient occlusion, single channel (GBuffer)

Scene depth, single channel, contains the linear depth of the opaque objects rendered with CustomDepth (mesh property)

Input #0 of this postprocess pass, usually the only one hooked up

Input #1 of this postprocess pass, usually not used

Input #2 of this postprocess pass, usually not used

Input #3 of this postprocess pass, usually not used

Input #4 of this postprocess pass, usually not used

Input #5 of this postprocess pass, usually not used

Input #6 of this postprocess pass, usually not used

Decal Mask, single bit (was moved to stencil for better performance, not accessible at the moment)

Shading model

Shading model ID

Ambient Occlusion, single channel

Scene stencil, contains CustomStencil mesh property of the opaque objects rendered with CustomDepth

Material base, RGB color (GBuffer)

Material specular, single channel (GBuffer)

Scene Velocity

Tangent, RGB in -1..1 range, not normalized (GBuffer)

Material anisotropy, single channel (GBuffer)

Whether the pixel is marked as belonging to an opaque first person primitive, single channel (GBuffer)

UMETA 

Scene color, normal post process passes should use PostProcessInput0

Scene depth, single channel, contains the linear depth of the opaque objects

Material diffuse, RGB color (computed from GBuffer)

Material specular, RGB color (computed from GBuffer)

Material subsurface, RGB color (GBuffer, only for some ShadingModels)

Material base, RGB color (GBuffer), can be modified on read by the ShadingModel, consider StoredBasedColor

Material specular, single channel (GBuffer), can be modified on read by the ShadingModel, consider StoredSpecular

Material metallic, single channel (GBuffer)

Normal, RGB in -1..1 range, not normalized (GBuffer)

Not yet supported

Material opacity, single channel (GBuffer)

Material roughness, single channel (GBuffer)

Material ambient occlusion, single channel (GBuffer)

Scene depth, single channel, contains the linear depth of the opaque objects rendered with CustomDepth (mesh property)

Input #0 of this postprocess pass, usually the only one hooked up

Input #1 of this postprocess pass, usually not used

Input #2 of this postprocess pass, usually not used

Input #3 of this postprocess pass, usually not used

Input #4 of this postprocess pass, usually not used

Input #5 of this postprocess pass, usually not used

Input #6 of this postprocess pass, usually not used

Decal Mask, single bit (was moved to stencil for better performance, not accessible at the moment)

Shading model

Shading model ID

Ambient Occlusion, single channel

Scene stencil, contains CustomStencil mesh property of the opaque objects rendered with CustomDepth

Material base, RGB color (GBuffer)

Material specular, single channel (GBuffer)

Scene Velocity

Tangent, RGB in -1..1 range, not normalized (GBuffer)

Material anisotropy, single channel (GBuffer)

Whether the pixel is marked as belonging to an opaque first person primitive, single channel (GBuffer)

UMETA 

Scene color, normal post process passes should use PostProcessInput0

Scene depth, single channel, contains the linear depth of the opaque objects

Material diffuse, RGB color (computed from GBuffer)

Material specular, RGB color (computed from GBuffer)

Material subsurface, RGB color (GBuffer, only for some ShadingModels)

Material base, RGB color (GBuffer), can be modified on read by the ShadingModel, consider StoredBasedColor

Material specular, single channel (GBuffer), can be modified on read by the ShadingModel, consider StoredSpecular

Material metallic, single channel (GBuffer)

Normal, RGB in -1..1 range, not normalized (GBuffer)

Not yet supported

Material opacity, single channel (GBuffer)

Material roughness, single channel (GBuffer)

Material ambient occlusion, single channel (GBuffer)

Scene depth, single channel, contains the linear depth of the opaque objects rendered with CustomDepth (mesh property)

Input #0 of this postprocess pass, usually the only one hooked up

Input #1 of this postprocess pass, usually not used

Input #2 of this postprocess pass, usually not used

Input #3 of this postprocess pass, usually not used

Input #4 of this postprocess pass, usually not used

Input #5 of this postprocess pass, usually not used

Input #6 of this postprocess pass, usually not used

Decal Mask, single bit (was moved to stencil for better performance, not accessible at the moment)

Shading model

Shading model ID

Ambient Occlusion, single channel

Scene stencil, contains CustomStencil mesh property of the opaque objects rendered with CustomDepth

Material base, RGB color (GBuffer)

Material specular, single channel (GBuffer)

Scene Velocity

Tangent, RGB in -1..1 range, not normalized (GBuffer)

Material anisotropy, single channel (GBuffer)

Whether the pixel is marked as belonging to an opaque first person primitive, single channel (GBuffer)

UMETA 

Scene color, normal post process passes should use PostProcessInput0

Scene depth, single channel, contains the linear depth of the opaque objects

Material diffuse, RGB color (computed from GBuffer)

Material specular, RGB color (computed from GBuffer)

Material subsurface, RGB color (GBuffer, only for some ShadingModels)

Material base, RGB color (GBuffer), can be modified on read by the ShadingModel, consider StoredBasedColor

Material specular, single channel (GBuffer), can be modified on read by the ShadingModel, consider StoredSpecular

Material metallic, single channel (GBuffer)

Normal, RGB in -1..1 range, not normalized (GBuffer)

Not yet supported

Material opacity, single channel (GBuffer)

Material roughness, single channel (GBuffer)

Material ambient occlusion, single channel (GBuffer)

Scene depth, single channel, contains the linear depth of the opaque objects rendered with CustomDepth (mesh property)

Input #0 of this postprocess pass, usually the only one hooked up

Input #1 of this postprocess pass, usually not used

Input #2 of this postprocess pass, usually not used

Input #3 of this postprocess pass, usually not used

Input #4 of this postprocess pass, usually not used

Input #5 of this postprocess pass, usually not used

Input #6 of this postprocess pass, usually not used

Decal Mask, single bit (was moved to stencil for better performance, not accessible at the moment)

Shading model

Shading model ID

Ambient Occlusion, single channel

Scene stencil, contains CustomStencil mesh property of the opaque objects rendered with CustomDepth

Material base, RGB color (GBuffer)

Material specular, single channel (GBuffer)

Scene Velocity

Tangent, RGB in -1..1 range, not normalized (GBuffer)

Material anisotropy, single channel (GBuffer)

Whether the pixel is marked as belonging to an opaque first person primitive, single channel (GBuffer)

UMETA 

Scene color, normal post process passes should use PostProcessInput0

Scene depth, single channel, contains the linear depth of the opaque objects

Material diffuse, RGB color (computed from GBuffer)

Material specular, RGB color (computed from GBuffer)

Material subsurface, RGB color (GBuffer, only for some ShadingModels)

Material base, RGB color (GBuffer), can be modified on read by the ShadingModel, consider StoredBasedColor

Material specular, single channel (GBuffer), can be modified on read by the ShadingModel, consider StoredSpecular

Material metallic, single channel (GBuffer)

Normal, RGB in -1..1 range, not normalized (GBuffer)

Not yet supported

Material opacity, single channel (GBuffer)

Material roughness, single channel (GBuffer)

Material ambient occlusion, single channel (GBuffer)

Scene depth, single channel, contains the linear depth of the opaque objects rendered with CustomDepth (mesh property)

Input #0 of this postprocess pass, usually the only one hooked up

Input #1 of this postprocess pass, usually not used

Input #2 of this postprocess pass, usually not used

Input #3 of this postprocess pass, usually not used

Input #4 of this postprocess pass, usually not used

Input #5 of this postprocess pass, usually not used

Input #6 of this postprocess pass, usually not used

Decal Mask, single bit (was moved to stencil for better performance, not accessible at the moment)

Shading model

Shading model ID

Ambient Occlusion, single channel

Scene stencil, contains CustomStencil mesh property of the opaque objects rendered with CustomDepth

Material base, RGB color (GBuffer)

Material specular, single channel (GBuffer)

Scene Velocity

Tangent, RGB in -1..1 range, not normalized (GBuffer)

Material anisotropy, single channel (GBuffer)

Whether the pixel is marked as belonging to an opaque first person primitive, single channel (GBuffer)

UMETA 

Scene color, normal post process passes should use PostProcessInput0

Scene depth, single channel, contains the linear depth of the opaque objects

Material diffuse, RGB color (computed from GBuffer)

Material specular, RGB color (computed from GBuffer)

Material subsurface, RGB color (GBuffer, only for some ShadingModels)

Material base, RGB color (GBuffer), can be modified on read by the ShadingModel, consider StoredBasedColor

Material specular, single channel (GBuffer), can be modified on read by the ShadingModel, consider StoredSpecular

Material metallic, single channel (GBuffer)

Normal, RGB in -1..1 range, not normalized (GBuffer)

Not yet supported

Material opacity, single channel (GBuffer)

Material roughness, single channel (GBuffer)

Material ambient occlusion, single channel (GBuffer)

Scene depth, single channel, contains the linear depth of the opaque objects rendered with CustomDepth (mesh property)

Input #0 of this postprocess pass, usually the only one hooked up

Input #1 of this postprocess pass, usually not used

Input #2 of this postprocess pass, usually not used

Input #3 of this postprocess pass, usually not used

Input #4 of this postprocess pass, usually not used

Input #5 of this postprocess pass, usually not used

Input #6 of this postprocess pass, usually not used

Decal Mask, single bit (was moved to stencil for better performance, not accessible at the moment)

Shading model

Shading model ID

Ambient Occlusion, single channel

Scene stencil, contains CustomStencil mesh property of the opaque objects rendered with CustomDepth

Material base, RGB color (GBuffer)

Material specular, single channel (GBuffer)

Scene Velocity

Tangent, RGB in -1..1 range, not normalized (GBuffer)

Material anisotropy, single channel (GBuffer)

Whether the pixel is marked as belonging to an opaque first person primitive, single channel (GBuffer)

UMETA 

Scene color, normal post process passes should use PostProcessInput0

Scene depth, single channel, contains the linear depth of the opaque objects

Material diffuse, RGB color (computed from GBuffer)

Material specular, RGB color (computed from GBuffer)

Material subsurface, RGB color (GBuffer, only for some ShadingModels)

Material base, RGB color (GBuffer), can be modified on read by the ShadingModel, consider StoredBasedColor

Material specular, single channel (GBuffer), can be modified on read by the ShadingModel, consider StoredSpecular

Material metallic, single channel (GBuffer)

Normal, RGB in -1..1 range, not normalized (GBuffer)

Not yet supported

Material opacity, single channel (GBuffer)

Material roughness, single channel (GBuffer)

Material ambient occlusion, single channel (GBuffer)

Scene depth, single channel, contains the linear depth of the opaque objects rendered with CustomDepth (mesh property)

Input #0 of this postprocess pass, usually the only one hooked up

Input #1 of this postprocess pass, usually not used

Input #2 of this postprocess pass, usually not used

Input #3 of this postprocess pass, usually not used

Input #4 of this postprocess pass, usually not used

Input #5 of this postprocess pass, usually not used

Input #6 of this postprocess pass, usually not used

Decal Mask, single bit (was moved to stencil for better performance, not accessible at the moment)

Shading model

Shading model ID

Ambient Occlusion, single channel

Scene stencil, contains CustomStencil mesh property of the opaque objects rendered with CustomDepth

Material base, RGB color (GBuffer)

Material specular, single channel (GBuffer)

Scene Velocity

Tangent, RGB in -1..1 range, not normalized (GBuffer)

Material anisotropy, single channel (GBuffer)

Whether the pixel is marked as belonging to an opaque first person primitive, single channel (GBuffer)

UMETA 

Scene color, normal post process passes should use PostProcessInput0

Scene depth, single channel, contains the linear depth of the opaque objects

Material diffuse, RGB color (computed from GBuffer)

Material specular, RGB color (computed from GBuffer)

Material subsurface, RGB color (GBuffer, only for some ShadingModels)

Material base, RGB color (GBuffer), can be modified on read by the ShadingModel, consider StoredBasedColor

Material specular, single channel (GBuffer), can be modified on read by the ShadingModel, consider StoredSpecular

Material metallic, single channel (GBuffer)

Normal, RGB in -1..1 range, not normalized (GBuffer)

Not yet supported

Material opacity, single channel (GBuffer)

Material roughness, single channel (GBuffer)

Material ambient occlusion, single channel (GBuffer)

Scene depth, single channel, contains the linear depth of the opaque objects rendered with CustomDepth (mesh property)

Input #0 of this postprocess pass, usually the only one hooked up

Input #1 of this postprocess pass, usually not used

Input #2 of this postprocess pass, usually not used

Input #3 of this postprocess pass, usually not used

Input #4 of this postprocess pass, usually not used

Input #5 of this postprocess pass, usually not used

Input #6 of this postprocess pass, usually not used

Decal Mask, single bit (was moved to stencil for better performance, not accessible at the moment)

Shading model

Shading model ID

Ambient Occlusion, single channel

Scene stencil, contains CustomStencil mesh property of the opaque objects rendered with CustomDepth

Material base, RGB color (GBuffer)

Material specular, single channel (GBuffer)

Scene Velocity

Tangent, RGB in -1..1 range, not normalized (GBuffer)

Material anisotropy, single channel (GBuffer)

Whether the pixel is marked as belonging to an opaque first person primitive, single channel (GBuffer)

UMETA 

Scene color, normal post process passes should use PostProcessInput0

Scene depth, single channel, contains the linear depth of the opaque objects

Material diffuse, RGB color (computed from GBuffer)

Material specular, RGB color (computed from GBuffer)

Material subsurface, RGB color (GBuffer, only for some ShadingModels)

Material base, RGB color (GBuffer), can be modified on read by the ShadingModel, consider StoredBasedColor

Material specular, single channel (GBuffer), can be modified on read by the ShadingModel, consider StoredSpecular

Material metallic, single channel (GBuffer)

Normal, RGB in -1..1 range, not normalized (GBuffer)

Not yet supported

Material opacity, single channel (GBuffer)

Material roughness, single channel (GBuffer)

Material ambient occlusion, single channel (GBuffer)

Scene depth, single channel, contains the linear depth of the opaque objects rendered with CustomDepth (mesh property)

Input #0 of this postprocess pass, usually the only one hooked up

Input #1 of this postprocess pass, usually not used

Input #2 of this postprocess pass, usually not used

Input #3 of this postprocess pass, usually not used

Input #4 of this postprocess pass, usually not used

Input #5 of this postprocess pass, usually not used

Input #6 of this postprocess pass, usually not used

Decal Mask, single bit (was moved to stencil for better performance, not accessible at the moment)

Shading model

Shading model ID

Ambient Occlusion, single channel

Scene stencil, contains CustomStencil mesh property of the opaque objects rendered with CustomDepth

Material base, RGB color (GBuffer)

Material specular, single channel (GBuffer)

Scene Velocity

Tangent, RGB in -1..1 range, not normalized (GBuffer)

Material anisotropy, single channel (GBuffer)

Whether the pixel is marked as belonging to an opaque first person primitive, single channel (GBuffer)

UMETA 

Scene color, normal post process passes should use PostProcessInput0

Scene depth, single channel, contains the linear depth of the opaque objects

Material diffuse, RGB color (computed from GBuffer)

Material specular, RGB color (computed from GBuffer)

Material subsurface, RGB color (GBuffer, only for some ShadingModels)

Material base, RGB color (GBuffer), can be modified on read by the ShadingModel, consider StoredBasedColor

Material specular, single channel (GBuffer), can be modified on read by the ShadingModel, consider StoredSpecular

Material metallic, single channel (GBuffer)

Normal, RGB in -1..1 range, not normalized (GBuffer)

Not yet supported

Material opacity, single channel (GBuffer)

Material roughness, single channel (GBuffer)

Material ambient occlusion, single channel (GBuffer)

Scene depth, single channel, contains the linear depth of the opaque objects rendered with CustomDepth (mesh property)

Input #0 of this postprocess pass, usually the only one hooked up

Input #1 of this postprocess pass, usually not used

Input #2 of this postprocess pass, usually not used

Input #3 of this postprocess pass, usually not used

Input #4 of this postprocess pass, usually not used

Input #5 of this postprocess pass, usually not used

Input #6 of this postprocess pass, usually not used

Decal Mask, single bit (was moved to stencil for better performance, not accessible at the moment)

Shading model

Shading model ID

Ambient Occlusion, single channel

Scene stencil, contains CustomStencil mesh property of the opaque objects rendered with CustomDepth

Material base, RGB color (GBuffer)

Material specular, single channel (GBuffer)

Scene Velocity

Tangent, RGB in -1..1 range, not normalized (GBuffer)

Material anisotropy, single channel (GBuffer)

Whether the pixel is marked as belonging to an opaque first person primitive, single channel (GBuffer)

UMETA 

Scene color, normal post process passes should use PostProcessInput0

Scene depth, single channel, contains the linear depth of the opaque objects

Material diffuse, RGB color (computed from GBuffer)

Material specular, RGB color (computed from GBuffer)

Material subsurface, RGB color (GBuffer, only for some ShadingModels)

Material base, RGB color (GBuffer), can be modified on read by the ShadingModel, consider StoredBasedColor

Material specular, single channel (GBuffer), can be modified on read by the ShadingModel, consider StoredSpecular

Material metallic, single channel (GBuffer)

Normal, RGB in -1..1 range, not normalized (GBuffer)

Not yet supported

Material opacity, single channel (GBuffer)

Material roughness, single channel (GBuffer)

Material ambient occlusion, single channel (GBuffer)

Scene depth, single channel, contains the linear depth of the opaque objects rendered with CustomDepth (mesh property)

Input #0 of this postprocess pass, usually the only one hooked up

Input #1 of this postprocess pass, usually not used

Input #2 of this postprocess pass, usually not used

Input #3 of this postprocess pass, usually not used

Input #4 of this postprocess pass, usually not used

Input #5 of this postprocess pass, usually not used

Input #6 of this postprocess pass, usually not used

Decal Mask, single bit (was moved to stencil for better performance, not accessible at the moment)

Shading model

Shading model ID

Ambient Occlusion, single channel

Scene stencil, contains CustomStencil mesh property of the opaque objects rendered with CustomDepth

Material base, RGB color (GBuffer)

Material specular, single channel (GBuffer)

Scene Velocity

Tangent, RGB in -1..1 range, not normalized (GBuffer)

Material anisotropy, single channel (GBuffer)

Whether the pixel is marked as belonging to an opaque first person primitive, single channel (GBuffer)

UMETA 

Scene color, normal post process passes should use PostProcessInput0

Scene depth, single channel, contains the linear depth of the opaque objects

Material diffuse, RGB color (computed from GBuffer)

Material specular, RGB color (computed from GBuffer)

Material subsurface, RGB color (GBuffer, only for some ShadingModels)

Material base, RGB color (GBuffer), can be modified on read by the ShadingModel, consider StoredBasedColor

Material specular, single channel (GBuffer), can be modified on read by the ShadingModel, consider StoredSpecular

Material metallic, single channel (GBuffer)

Normal, RGB in -1..1 range, not normalized (GBuffer)

Not yet supported

Material opacity, single channel (GBuffer)

Material roughness, single channel (GBuffer)

Material ambient occlusion, single channel (GBuffer)

Scene depth, single channel, contains the linear depth of the opaque objects rendered with CustomDepth (mesh property)

Input #0 of this postprocess pass, usually the only one hooked up

Input #1 of this postprocess pass, usually not used

Input #2 of this postprocess pass, usually not used

Input #3 of this postprocess pass, usually not used

Input #4 of this postprocess pass, usually not used

Input #5 of this postprocess pass, usually not used

Input #6 of this postprocess pass, usually not used

Decal Mask, single bit (was moved to stencil for better performance, not accessible at the moment)

Shading model

Shading model ID

Ambient Occlusion, single channel

Scene stencil, contains CustomStencil mesh property of the opaque objects rendered with CustomDepth

Material base, RGB color (GBuffer)

Material specular, single channel (GBuffer)

Scene Velocity

Tangent, RGB in -1..1 range, not normalized (GBuffer)

Material anisotropy, single channel (GBuffer)

Whether the pixel is marked as belonging to an opaque first person primitive, single channel (GBuffer)

UMETA 

Scene color, normal post process passes should use PostProcessInput0

Scene depth, single channel, contains the linear depth of the opaque objects

Material diffuse, RGB color (computed from GBuffer)

Material specular, RGB color (computed from GBuffer)

Material subsurface, RGB color (GBuffer, only for some ShadingModels)

Material base, RGB color (GBuffer), can be modified on read by the ShadingModel, consider StoredBasedColor

Material specular, single channel (GBuffer), can be modified on read by the ShadingModel, consider StoredSpecular

Material metallic, single channel (GBuffer)

Normal, RGB in -1..1 range, not normalized (GBuffer)

Not yet supported

Material opacity, single channel (GBuffer)

Material roughness, single channel (GBuffer)

Material ambient occlusion, single channel (GBuffer)

Scene depth, single channel, contains the linear depth of the opaque objects rendered with CustomDepth (mesh property)

Input #0 of this postprocess pass, usually the only one hooked up

Input #1 of this postprocess pass, usually not used

Input #2 of this postprocess pass, usually not used

Input #3 of this postprocess pass, usually not used

Input #4 of this postprocess pass, usually not used

Input #5 of this postprocess pass, usually not used

Input #6 of this postprocess pass, usually not used

Decal Mask, single bit (was moved to stencil for better performance, not accessible at the moment)

Shading model

Shading model ID

Ambient Occlusion, single channel

Scene stencil, contains CustomStencil mesh property of the opaque objects rendered with CustomDepth

Material base, RGB color (GBuffer)

Material specular, single channel (GBuffer)

Scene Velocity

Tangent, RGB in -1..1 range, not normalized (GBuffer)

Material anisotropy, single channel (GBuffer)

Whether the pixel is marked as belonging to an opaque first person primitive, single channel (GBuffer)

UMETA 

Scene color, normal post process passes should use PostProcessInput0

Scene depth, single channel, contains the linear depth of the opaque objects

Material diffuse, RGB color (computed from GBuffer)

Material specular, RGB color (computed from GBuffer)

Material subsurface, RGB color (GBuffer, only for some ShadingModels)

Material base, RGB color (GBuffer), can be modified on read by the ShadingModel, consider StoredBasedColor

Material specular, single channel (GBuffer), can be modified on read by the ShadingModel, consider StoredSpecular

Material metallic, single channel (GBuffer)

Normal, RGB in -1..1 range, not normalized (GBuffer)

Not yet supported

Material opacity, single channel (GBuffer)

Material roughness, single channel (GBuffer)

Material ambient occlusion, single channel (GBuffer)

Scene depth, single channel, contains the linear depth of the opaque objects rendered with CustomDepth (mesh property)

Input #0 of this postprocess pass, usually the only one hooked up

Input #1 of this postprocess pass, usually not used

Input #2 of this postprocess pass, usually not used

Input #3 of this postprocess pass, usually not used

Input #4 of this postprocess pass, usually not used

Input #5 of this postprocess pass, usually not used

Input #6 of this postprocess pass, usually not used

Decal Mask, single bit (was moved to stencil for better performance, not accessible at the moment)

Shading model

Shading model ID

Ambient Occlusion, single channel

Scene stencil, contains CustomStencil mesh property of the opaque objects rendered with CustomDepth

Material base, RGB color (GBuffer)

Material specular, single channel (GBuffer)

Scene Velocity

Tangent, RGB in -1..1 range, not normalized (GBuffer)

Material anisotropy, single channel (GBuffer)

Whether the pixel is marked as belonging to an opaque first person primitive, single channel (GBuffer)

UMETA 

Scene color, normal post process passes should use PostProcessInput0

Scene depth, single channel, contains the linear depth of the opaque objects

Material diffuse, RGB color (computed from GBuffer)

Material specular, RGB color (computed from GBuffer)

Material subsurface, RGB color (GBuffer, only for some ShadingModels)

Material base, RGB color (GBuffer), can be modified on read by the ShadingModel, consider StoredBasedColor

Material specular, single channel (GBuffer), can be modified on read by the ShadingModel, consider StoredSpecular

Material metallic, single channel (GBuffer)

Normal, RGB in -1..1 range, not normalized (GBuffer)

Not yet supported

Material opacity, single channel (GBuffer)

Material roughness, single channel (GBuffer)

Material ambient occlusion, single channel (GBuffer)

Scene depth, single channel, contains the linear depth of the opaque objects rendered with CustomDepth (mesh property)

Input #0 of this postprocess pass, usually the only one hooked up

Input #1 of this postprocess pass, usually not used

Input #2 of this postprocess pass, usually not used

Input #3 of this postprocess pass, usually not used

Input #4 of this postprocess pass, usually not used

Input #5 of this postprocess pass, usually not used

Input #6 of this postprocess pass, usually not used

Decal Mask, single bit (was moved to stencil for better performance, not accessible at the moment)

Shading model

Shading model ID

Ambient Occlusion, single channel

Scene stencil, contains CustomStencil mesh property of the opaque objects rendered with CustomDepth

Material base, RGB color (GBuffer)

Material specular, single channel (GBuffer)

Scene Velocity

Tangent, RGB in -1..1 range, not normalized (GBuffer)

Material anisotropy, single channel (GBuffer)

Whether the pixel is marked as belonging to an opaque first person primitive, single channel (GBuffer)

UMETA 

Scene color, normal post process passes should use PostProcessInput0

Scene depth, single channel, contains the linear depth of the opaque objects

Material diffuse, RGB color (computed from GBuffer)

Material specular, RGB color (computed from GBuffer)

Material subsurface, RGB color (GBuffer, only for some ShadingModels)

Material base, RGB color (GBuffer), can be modified on read by the ShadingModel, consider StoredBasedColor

Material specular, single channel (GBuffer), can be modified on read by the ShadingModel, consider StoredSpecular

Material metallic, single channel (GBuffer)

Normal, RGB in -1..1 range, not normalized (GBuffer)

Not yet supported

Material opacity, single channel (GBuffer)

Material roughness, single channel (GBuffer)

Material ambient occlusion, single channel (GBuffer)

Scene depth, single channel, contains the linear depth of the opaque objects rendered with CustomDepth (mesh property)

Input #0 of this postprocess pass, usually the only one hooked up

Input #1 of this postprocess pass, usually not used

Input #2 of this postprocess pass, usually not used

Input #3 of this postprocess pass, usually not used

Input #4 of this postprocess pass, usually not used

Input #5 of this postprocess pass, usually not used

Input #6 of this postprocess pass, usually not used

Decal Mask, single bit (was moved to stencil for better performance, not accessible at the moment)

Shading model

Shading model ID

Ambient Occlusion, single channel

Scene stencil, contains CustomStencil mesh property of the opaque objects rendered with CustomDepth

Material base, RGB color (GBuffer)

Material specular, single channel (GBuffer)

Scene Velocity

Tangent, RGB in -1..1 range, not normalized (GBuffer)

Material anisotropy, single channel (GBuffer)

Whether the pixel is marked as belonging to an opaque first person primitive, single channel (GBuffer)

UMETA 

Scene color, normal post process passes should use PostProcessInput0

Scene depth, single channel, contains the linear depth of the opaque objects

Material diffuse, RGB color (computed from GBuffer)

Material specular, RGB color (computed from GBuffer)

Material subsurface, RGB color (GBuffer, only for some ShadingModels)

Material base, RGB color (GBuffer), can be modified on read by the ShadingModel, consider StoredBasedColor

Material specular, single channel (GBuffer), can be modified on read by the ShadingModel, consider StoredSpecular

Material metallic, single channel (GBuffer)

Normal, RGB in -1..1 range, not normalized (GBuffer)

Not yet supported

Material opacity, single channel (GBuffer)

Material roughness, single channel (GBuffer)

Material ambient occlusion, single channel (GBuffer)

Scene depth, single channel, contains the linear depth of the opaque objects rendered with CustomDepth (mesh property)

Input #0 of this postprocess pass, usually the only one hooked up

Input #1 of this postprocess pass, usually not used

Input #2 of this postprocess pass, usually not used

Input #3 of this postprocess pass, usually not used

Input #4 of this postprocess pass, usually not used

Input #5 of this postprocess pass, usually not used

Input #6 of this postprocess pass, usually not used

Decal Mask, single bit (was moved to stencil for better performance, not accessible at the moment)

Shading model

Shading model ID

Ambient Occlusion, single channel

Scene stencil, contains CustomStencil mesh property of the opaque objects rendered with CustomDepth

Material base, RGB color (GBuffer)

Material specular, single channel (GBuffer)

Scene Velocity

Tangent, RGB in -1..1 range, not normalized (GBuffer)

Material anisotropy, single channel (GBuffer)

Whether the pixel is marked as belonging to an opaque first person primitive, single channel (GBuffer)

UMETA 

Scene color, normal post process passes should use PostProcessInput0

Scene depth, single channel, contains the linear depth of the opaque objects

Material diffuse, RGB color (computed from GBuffer)

Material specular, RGB color (computed from GBuffer)

Material subsurface, RGB color (GBuffer, only for some ShadingModels)

Material base, RGB color (GBuffer), can be modified on read by the ShadingModel, consider StoredBasedColor

Material specular, single channel (GBuffer), can be modified on read by the ShadingModel, consider StoredSpecular

Material metallic, single channel (GBuffer)

Normal, RGB in -1..1 range, not normalized (GBuffer)

Not yet supported

Material opacity, single channel (GBuffer)

Material roughness, single channel (GBuffer)

Material ambient occlusion, single channel (GBuffer)

Scene depth, single channel, contains the linear depth of the opaque objects rendered with CustomDepth (mesh property)

Input #0 of this postprocess pass, usually the only one hooked up

Input #1 of this postprocess pass, usually not used

Input #2 of this postprocess pass, usually not used

Input #3 of this postprocess pass, usually not used

Input #4 of this postprocess pass, usually not used

Input #5 of this postprocess pass, usually not used

Input #6 of this postprocess pass, usually not used

Decal Mask, single bit (was moved to stencil for better performance, not accessible at the moment)

Shading model

Shading model ID

Ambient Occlusion, single channel

Scene stencil, contains CustomStencil mesh property of the opaque objects rendered with CustomDepth

Material base, RGB color (GBuffer)

Material specular, single channel (GBuffer)

Scene Velocity

Tangent, RGB in -1..1 range, not normalized (GBuffer)

Material anisotropy, single channel (GBuffer)

Whether the pixel is marked as belonging to an opaque first person primitive, single channel (GBuffer)

UMETA 

Scene color, normal post process passes should use PostProcessInput0

Scene depth, single channel, contains the linear depth of the opaque objects

Material diffuse, RGB color (computed from GBuffer)

Material specular, RGB color (computed from GBuffer)

Material subsurface, RGB color (GBuffer, only for some ShadingModels)

Material base, RGB color (GBuffer), can be modified on read by the ShadingModel, consider StoredBasedColor

Material specular, single channel (GBuffer), can be modified on read by the ShadingModel, consider StoredSpecular

Material metallic, single channel (GBuffer)

Normal, RGB in -1..1 range, not normalized (GBuffer)

Not yet supported

Material opacity, single channel (GBuffer)

Material roughness, single channel (GBuffer)

Material ambient occlusion, single channel (GBuffer)

Scene depth, single channel, contains the linear depth of the opaque objects rendered with CustomDepth (mesh property)

Input #0 of this postprocess pass, usually the only one hooked up

Input #1 of this postprocess pass, usually not used

Input #2 of this postprocess pass, usually not used

Input #3 of this postprocess pass, usually not used

Input #4 of this postprocess pass, usually not used

Input #5 of this postprocess pass, usually not used

Input #6 of this postprocess pass, usually not used

Decal Mask, single bit (was moved to stencil for better performance, not accessible at the moment)

Shading model

Shading model ID

Ambient Occlusion, single channel

Scene stencil, contains CustomStencil mesh property of the opaque objects rendered with CustomDepth

Material base, RGB color (GBuffer)

Material specular, single channel (GBuffer)

Scene Velocity

Tangent, RGB in -1..1 range, not normalized (GBuffer)

Material anisotropy, single channel (GBuffer)

Whether the pixel is marked as belonging to an opaque first person primitive, single channel (GBuffer)

UMETA 

Scene color, normal post process passes should use PostProcessInput0

Scene depth, single channel, contains the linear depth of the opaque objects

Material diffuse, RGB color (computed from GBuffer)

Material specular, RGB color (computed from GBuffer)

Material subsurface, RGB color (GBuffer, only for some ShadingModels)

Material base, RGB color (GBuffer), can be modified on read by the ShadingModel, consider StoredBasedColor

Material specular, single channel (GBuffer), can be modified on read by the ShadingModel, consider StoredSpecular

Material metallic, single channel (GBuffer)

Normal, RGB in -1..1 range, not normalized (GBuffer)

Not yet supported

Material opacity, single channel (GBuffer)

Material roughness, single channel (GBuffer)

Material ambient occlusion, single channel (GBuffer)

Scene depth, single channel, contains the linear depth of the opaque objects rendered with CustomDepth (mesh property)

Input #0 of this postprocess pass, usually the only one hooked up

Input #1 of this postprocess pass, usually not used

Input #2 of this postprocess pass, usually not used

Input #3 of this postprocess pass, usually not used

Input #4 of this postprocess pass, usually not used

Input #5 of this postprocess pass, usually not used

Input #6 of this postprocess pass, usually not used

Decal Mask, single bit (was moved to stencil for better performance, not accessible at the moment)

Shading model

Shading model ID

Ambient Occlusion, single channel

Scene stencil, contains CustomStencil mesh property of the opaque objects rendered with CustomDepth

Material base, RGB color (GBuffer)

Material specular, single channel (GBuffer)

Scene Velocity

Tangent, RGB in -1..1 range, not normalized (GBuffer)

Material anisotropy, single channel (GBuffer)

Whether the pixel is marked as belonging to an opaque first person primitive, single channel (GBuffer)

PPI_UserSceneTexture0 

Used internally for user scene texture inputs. Later remapped to PPI_PostProcessInput0-6 in the shader via procedurally generated defines.

UMETA 

Scene color, normal post process passes should use PostProcessInput0

Scene depth, single channel, contains the linear depth of the opaque objects

Material diffuse, RGB color (computed from GBuffer)

Material specular, RGB color (computed from GBuffer)

Material subsurface, RGB color (GBuffer, only for some ShadingModels)

Material base, RGB color (GBuffer), can be modified on read by the ShadingModel, consider StoredBasedColor

Material specular, single channel (GBuffer), can be modified on read by the ShadingModel, consider StoredSpecular

Material metallic, single channel (GBuffer)

Normal, RGB in -1..1 range, not normalized (GBuffer)

Not yet supported

Material opacity, single channel (GBuffer)

Material roughness, single channel (GBuffer)

Material ambient occlusion, single channel (GBuffer)

Scene depth, single channel, contains the linear depth of the opaque objects rendered with CustomDepth (mesh property)

Input #0 of this postprocess pass, usually the only one hooked up

Input #1 of this postprocess pass, usually not used

Input #2 of this postprocess pass, usually not used

Input #3 of this postprocess pass, usually not used

Input #4 of this postprocess pass, usually not used

Input #5 of this postprocess pass, usually not used

Input #6 of this postprocess pass, usually not used

Decal Mask, single bit (was moved to stencil for better performance, not accessible at the moment)

Shading model

Shading model ID

Ambient Occlusion, single channel

Scene stencil, contains CustomStencil mesh property of the opaque objects rendered with CustomDepth

Material base, RGB color (GBuffer)

Material specular, single channel (GBuffer)

Scene Velocity

Tangent, RGB in -1..1 range, not normalized (GBuffer)

Material anisotropy, single channel (GBuffer)

Whether the pixel is marked as belonging to an opaque first person primitive, single channel (GBuffer)

UMETA 

Scene color, normal post process passes should use PostProcessInput0

Scene depth, single channel, contains the linear depth of the opaque objects

Material diffuse, RGB color (computed from GBuffer)

Material specular, RGB color (computed from GBuffer)

Material subsurface, RGB color (GBuffer, only for some ShadingModels)

Material base, RGB color (GBuffer), can be modified on read by the ShadingModel, consider StoredBasedColor

Material specular, single channel (GBuffer), can be modified on read by the ShadingModel, consider StoredSpecular

Material metallic, single channel (GBuffer)

Normal, RGB in -1..1 range, not normalized (GBuffer)

Not yet supported

Material opacity, single channel (GBuffer)

Material roughness, single channel (GBuffer)

Material ambient occlusion, single channel (GBuffer)

Scene depth, single channel, contains the linear depth of the opaque objects rendered with CustomDepth (mesh property)

Input #0 of this postprocess pass, usually the only one hooked up

Input #1 of this postprocess pass, usually not used

Input #2 of this postprocess pass, usually not used

Input #3 of this postprocess pass, usually not used

Input #4 of this postprocess pass, usually not used

Input #5 of this postprocess pass, usually not used

Input #6 of this postprocess pass, usually not used

Decal Mask, single bit (was moved to stencil for better performance, not accessible at the moment)

Shading model

Shading model ID

Ambient Occlusion, single channel

Scene stencil, contains CustomStencil mesh property of the opaque objects rendered with CustomDepth

Material base, RGB color (GBuffer)

Material specular, single channel (GBuffer)

Scene Velocity

Tangent, RGB in -1..1 range, not normalized (GBuffer)

Material anisotropy, single channel (GBuffer)

Whether the pixel is marked as belonging to an opaque first person primitive, single channel (GBuffer)

UMETA 

Scene color, normal post process passes should use PostProcessInput0

Scene depth, single channel, contains the linear depth of the opaque objects

Material diffuse, RGB color (computed from GBuffer)

Material specular, RGB color (computed from GBuffer)

Material subsurface, RGB color (GBuffer, only for some ShadingModels)

Material base, RGB color (GBuffer), can be modified on read by the ShadingModel, consider StoredBasedColor

Material specular, single channel (GBuffer), can be modified on read by the ShadingModel, consider StoredSpecular

Material metallic, single channel (GBuffer)

Normal, RGB in -1..1 range, not normalized (GBuffer)

Not yet supported

Material opacity, single channel (GBuffer)

Material roughness, single channel (GBuffer)

Material ambient occlusion, single channel (GBuffer)

Scene depth, single channel, contains the linear depth of the opaque objects rendered with CustomDepth (mesh property)

Input #0 of this postprocess pass, usually the only one hooked up

Input #1 of this postprocess pass, usually not used

Input #2 of this postprocess pass, usually not used

Input #3 of this postprocess pass, usually not used

Input #4 of this postprocess pass, usually not used

Input #5 of this postprocess pass, usually not used

Input #6 of this postprocess pass, usually not used

Decal Mask, single bit (was moved to stencil for better performance, not accessible at the moment)

Shading model

Shading model ID

Ambient Occlusion, single channel

Scene stencil, contains CustomStencil mesh property of the opaque objects rendered with CustomDepth

Material base, RGB color (GBuffer)

Material specular, single channel (GBuffer)

Scene Velocity

Tangent, RGB in -1..1 range, not normalized (GBuffer)

Material anisotropy, single channel (GBuffer)

Whether the pixel is marked as belonging to an opaque first person primitive, single channel (GBuffer)

UMETA 

Scene color, normal post process passes should use PostProcessInput0

Scene depth, single channel, contains the linear depth of the opaque objects

Material diffuse, RGB color (computed from GBuffer)

Material specular, RGB color (computed from GBuffer)

Material subsurface, RGB color (GBuffer, only for some ShadingModels)

Material base, RGB color (GBuffer), can be modified on read by the ShadingModel, consider StoredBasedColor

Material specular, single channel (GBuffer), can be modified on read by the ShadingModel, consider StoredSpecular

Material metallic, single channel (GBuffer)

Normal, RGB in -1..1 range, not normalized (GBuffer)

Not yet supported

Material opacity, single channel (GBuffer)

Material roughness, single channel (GBuffer)

Material ambient occlusion, single channel (GBuffer)

Scene depth, single channel, contains the linear depth of the opaque objects rendered with CustomDepth (mesh property)

Input #0 of this postprocess pass, usually the only one hooked up

Input #1 of this postprocess pass, usually not used

Input #2 of this postprocess pass, usually not used

Input #3 of this postprocess pass, usually not used

Input #4 of this postprocess pass, usually not used

Input #5 of this postprocess pass, usually not used

Input #6 of this postprocess pass, usually not used

Decal Mask, single bit (was moved to stencil for better performance, not accessible at the moment)

Shading model

Shading model ID

Ambient Occlusion, single channel

Scene stencil, contains CustomStencil mesh property of the opaque objects rendered with CustomDepth

Material base, RGB color (GBuffer)

Material specular, single channel (GBuffer)

Scene Velocity

Tangent, RGB in -1..1 range, not normalized (GBuffer)

Material anisotropy, single channel (GBuffer)

Whether the pixel is marked as belonging to an opaque first person primitive, single channel (GBuffer)

UMETA 

Scene color, normal post process passes should use PostProcessInput0

Scene depth, single channel, contains the linear depth of the opaque objects

Material diffuse, RGB color (computed from GBuffer)

Material specular, RGB color (computed from GBuffer)

Material subsurface, RGB color (GBuffer, only for some ShadingModels)

Material base, RGB color (GBuffer), can be modified on read by the ShadingModel, consider StoredBasedColor

Material specular, single channel (GBuffer), can be modified on read by the ShadingModel, consider StoredSpecular

Material metallic, single channel (GBuffer)

Normal, RGB in -1..1 range, not normalized (GBuffer)

Not yet supported

Material opacity, single channel (GBuffer)

Material roughness, single channel (GBuffer)

Material ambient occlusion, single channel (GBuffer)

Scene depth, single channel, contains the linear depth of the opaque objects rendered with CustomDepth (mesh property)

Input #0 of this postprocess pass, usually the only one hooked up

Input #1 of this postprocess pass, usually not used

Input #2 of this postprocess pass, usually not used

Input #3 of this postprocess pass, usually not used

Input #4 of this postprocess pass, usually not used

Input #5 of this postprocess pass, usually not used

Input #6 of this postprocess pass, usually not used

Decal Mask, single bit (was moved to stencil for better performance, not accessible at the moment)

Shading model

Shading model ID

Ambient Occlusion, single channel

Scene stencil, contains CustomStencil mesh property of the opaque objects rendered with CustomDepth

Material base, RGB color (GBuffer)

Material specular, single channel (GBuffer)

Scene Velocity

Tangent, RGB in -1..1 range, not normalized (GBuffer)

Material anisotropy, single channel (GBuffer)

Whether the pixel is marked as belonging to an opaque first person primitive, single channel (GBuffer)

UMETA 

Scene color, normal post process passes should use PostProcessInput0

Scene depth, single channel, contains the linear depth of the opaque objects

Material diffuse, RGB color (computed from GBuffer)

Material specular, RGB color (computed from GBuffer)

Material subsurface, RGB color (GBuffer, only for some ShadingModels)

Material base, RGB color (GBuffer), can be modified on read by the ShadingModel, consider StoredBasedColor

Material specular, single channel (GBuffer), can be modified on read by the ShadingModel, consider StoredSpecular

Material metallic, single channel (GBuffer)

Normal, RGB in -1..1 range, not normalized (GBuffer)

Not yet supported

Material opacity, single channel (GBuffer)

Material roughness, single channel (GBuffer)

Material ambient occlusion, single channel (GBuffer)

Scene depth, single channel, contains the linear depth of the opaque objects rendered with CustomDepth (mesh property)

Input #0 of this postprocess pass, usually the only one hooked up

Input #1 of this postprocess pass, usually not used

Input #2 of this postprocess pass, usually not used

Input #3 of this postprocess pass, usually not used

Input #4 of this postprocess pass, usually not used

Input #5 of this postprocess pass, usually not used

Input #6 of this postprocess pass, usually not used

Decal Mask, single bit (was moved to stencil for better performance, not accessible at the moment)

Shading model

Shading model ID

Ambient Occlusion, single channel

Scene stencil, contains CustomStencil mesh property of the opaque objects rendered with CustomDepth

Material base, RGB color (GBuffer)

Material specular, single channel (GBuffer)

Scene Velocity

Tangent, RGB in -1..1 range, not normalized (GBuffer)

Material anisotropy, single channel (GBuffer)

Whether the pixel is marked as belonging to an opaque first person primitive, single channel (GBuffer)