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Lib.render.shading

Operators

  • DefineMaterials — Defines materials for later use when drawing content or scenes.
  • Equirectangle — Renders the input scene as an image with depth with equirectangular mapping (for 360/VR/fulldome video)
  • GetPointLightOccclusion — Returns a float list with the visibility of the current point lights.
  • IntToWrapmode — Picks a wrap mode with an index.
  • LenseFlareSetup — Pre-made complex light flare setups with various styles.
  • LenseFlareSetupAdvanced — Same as [LenseFlareSetup] but all elements can be tweaked separately.
  • PointLight — The standard point light with transform gizmo.
  • SetEnvironment — Sets the image-based lighting (IBL) for the current RenderTarget. This texture can then be used by drawing operators for physically based rendering (PBR) further left in the graph.
  • SetFog — Adds fog to the incoming scene.
  • SetMaterial — Sets the Physically Based Rendering (PBR) Material for the current RenderTarget which is then used by [DrawMesh] and other PBR rendering operators. Each of the material properties can be controlled by a color and/or by connecting a texture input by using a [LoadImage] operator.
  • SetPointLight — Adds a point light into the scene which illuminates geometry using a combination of "Color", "Intensity" and "Decay".
  • SetRequestedResolution — Set the requested resolution (similar to the Resolution drop-down of the output windows).
  • SetShadow — Renders a shadow pass for a directional light source.
  • TextureToCubeMap — Converts a 2d texture ([loaded with [LoadImage]) into a cube map that can then be used by [SetEnvironment] for PBR image-based lighting.
  • UseMaterial — Applies the connected material definition to the context and it will be used by Draw operators further down (left) in the graph.

Auto-generated from the operator library.