You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Here are a number of things to implement/check to ensure that they work as expected with frame graphs.
This list is not ranked in order of importance; some items are more important than others, and some will likely be postponed until a request is made, as they are not a priority (such as a number of rarely used post-processes):
all renderers:
bounding box
depth peeling
edges renderer
outline renderer.
Note that the depth renderer and the geometry buffer renderer are supported through the geometry renderer task
missing post-processes / rendering pipelines:
SSAO2
motion blur
screen space curvature
sharpen, stereoscopic, etc.
viewport / camera.viewport
Rig cameras
Sprites
NME with prepass texture block
Custom render target textures => Use the ObjectRenderer task and link it to the dependencies input of another ObjectRenderer if the texture is to be used in the context of this second rendering (in a material, for example).
fluid renderer
RSM gi
IBL shadows
snapshot rendering mode
procedural textures
frozen meshes
screenshots
priority mode
inspector: debug timings, etc
handle context loss
mirror texture
etc.
The text was updated successfully, but these errors were encountered:
Hey, thanks for taking the time to make a list! Appreciate the transparency. Off the top of my head, I think frozen meshes, custom RTTs and posts are my often use-cases, looking forward to implementation and testing. I will migrate to FG after clearing my existing to-dos, cheers!
Here are a number of things to implement/check to ensure that they work as expected with frame graphs.
This list is not ranked in order of importance; some items are more important than others, and some will likely be postponed until a request is made, as they are not a priority (such as a number of rarely used post-processes):
ObjectRenderer
task and link it to the dependencies input of anotherObjectRenderer
if the texture is to be used in the context of this second rendering (in a material, for example).etc.
The text was updated successfully, but these errors were encountered: