public sealed struct Sandbox.Spline.Sample
Information about the spline at a specific distance.
Related Guides
Broader workflow and conceptual references connected to this API.
Much like SSAO, you can composite dynamic specular reflections on your object, whether they are SSR or eventually Raytraced Reflections
Materials that write to Depth PrePass also write to a G-Buffer, if you are using the standard ShadingModel, you just have to make sure you have a Depth(); mode enabled
Shading Models are what processes how a model is lit, this is typically is the final step and output of your shader.
If your custom shader implements custom lighting you can sample the screen space ambient occlusion value for your lighting calculations.
The fancy new way to do things in Vulkan / DX12 is bindless. This removes the limitations of the binding model allowing you to have access to far more textures and other resources within a shader and the ability to sample them from a dynamically provided identifier from buffers, vertex input, etc.
There are various interfaces that can be given to components for specific purposes.
Metadata
| Field | Value |
|---|---|
| Namespace | global |
| Type | class |
| Assembly | Sandbox.System |
| Doc ID | T:Sandbox.Spline.Sample |