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)
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| 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)
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| 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)
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