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Event Browser ‐ Details
andyoneal edited this page Dec 21, 2023
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This is an example description of the different passes and events when rendering a frame. Your's may look different depending on the scene and what kind of graphics options are enabled.
Compute Pass #1
- All of the LOD compute shaders that run first and decide which objects should be rendered and at what LOD.
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Dispatch(44, 1, 1)
44 instances of an object are passed to the compute shader
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Color Pass #1
- Handles “skinning” for SkinnedMeshes, which is really only the player Mecha.
Color Pass #2
- Draws a mask for the atmosphere blur effect, saves it for later.
Color Pass #3
- Draws the little spinning cube/matrix effect that appears inside the lab, saves it for later.
Color Pass #4
- Draws the minimap globe, saves it for later.
Depth Only Pass #1
- Draws the entire scene, but without color, for use in determining depth in the scene later.
- Used for calculating shadows
Depth Only Pass #2
- Again, draws the scene without color, but from the perspective of the light (the local star).
- Does this four times in the same image, which are later combined to create “soft” shadows.
DrawIndexed(6) (appears outside of a named pass)
- Combines the DepthTexture created in Depth Only Pass #1 with the ShadowMap created in Depth Only Pass #2 to create the final “Screenspace Shadowmap” used for adding shadows in the next pass.
Color Pass #5
- This is where the real rending that you see on screen begins.
- All of the opaque objects are rendered, then the transparent ones (transparent meaning particle effects, glass, building grid, etc)
Many draws outside of a pass
- Full screen effects, mostly Bloom and Sun Shafts
Color Pass #5
- UI is drawn
A little more bloom, then the final image is output.