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.