BasePostProcessclass
The base class for all post process effects.
Constructors1
Showing 1 constructors
protected BasePostProcess()
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Methods4
Showing 4 methods
protected void Blit(Sandbox.BasePostProcess.BlitMode blit, string debugName)
Helper to do a blit with the current camera's post process
| Parameter | Type | Description |
|---|---|---|
| blit | BlitMode | — |
| debugName | string | — |
void—protected void BlitSimple(Sandbox.Material shader, Sandbox.Rendering.Stage stage, int order, string debugName)
Helper to do a blit with the current camera's post process
| Parameter | Type | Description |
|---|---|---|
| shader | Material | — |
| stage | Stage | — |
| order | int | — |
| debugName | string | — |
void—protected void InsertCommandList(Sandbox.Rendering.CommandList cl, Sandbox.Rendering.Stage stage, int order, string debugName)
Helper to add a command list to the current camera's post process
| Parameter | Type | Description |
|---|---|---|
| cl | CommandList | — |
| stage | Stage | — |
| order | int | — |
| debugName | string | — |
void—public virtual void Render()
Build command lists, or apply settings to TargetCamera when IsCameraEffect is true. Called on the main thread with the camera's weighted effect instances available through GetWeighted.
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Properties3
Showing 3 properties
protected Sandbox.CameraComponent Sandbox.BasePostProcess.Camera { get; set; }
The camera we're being applied to. This is only valid during the Render call.
public virtual bool Sandbox.BasePostProcess.IsCameraEffect { get; set; }
Build this effect when preparing a render camera, instead of building command lists at the end of the update. Camera effects can supply settings through TargetCamera and use scene-wide defaults outside cameras and volumes. This declaration must be the same for every instance of an effect type.
bool—protected Sandbox.SceneCamera Sandbox.BasePostProcess.TargetCamera { get; set; }
The render camera receiving this effect's settings. Only available during Render for camera effects. This may be an editor viewport or capture rather than Camera.SceneCamera.
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