![]() |
Lysa
0.0
Lysa 3D Engine
|
Configuration of the rendering path
Public Attributes | |
| RendererType | rendererType {static_cast<int>(RendererType::DEFERRED)} |
| Renderer type, forward or deferred. More... | |
| vireo::Extent | resolution {0, 0} |
| Rendering resolution in pixels, 0,0 == use render target extent */. More... | |
| FrameScalingType | frameScalingType {FrameScalingType::NONE} |
| Frame scaling algorithm when resolution extent != render target extent. More... | |
| FrameSharpeningType | frameScalingSharpening {FrameSharpeningType::AMD_FSR_1} |
| Frame sharpening algorithm to apply after frame scaling. More... | |
| vireo::ImageFormat | swapChainFormat {vireo::ImageFormat::R8G8B8A8_UNORM} |
| Postprocessing & swap chain image format. Note that the real format can be different if the surface does not support the requested format. More... | |
| vireo::ImageFormat | colorRenderingFormat {vireo::ImageFormat::R16G16B16A16_UNORM} |
| Main color pass frame buffer format. More... | |
| vireo::ImageFormat | depthStencilFormat {vireo::ImageFormat::D32_SFLOAT_S8_UINT} |
| Depth and stencil buffer format. More... | |
| bool | depthBiasEnable {true} |
| Controls whether to bias fragment depth values. More... | |
| float | depthBiasConstantFactor {-1.0f} |
| A scalar factor controlling the constant depth value added to each fragment. More... | |
| float | depthBiasClamp {0.0f} |
| The maximum (or minimum) depth bias of a fragment. More... | |
| float | depthBiasSlopeFactor {1.75f} |
| A scalar factor applied to a fragment’s slope in depth bias calculations. More... | |
| float3 | clearColor {DEFAULT_CLEAR_COLOR} |
| Frame buffer clear color. More... | |
| bool | shaderMaterialAlphaBlending {true} |
| Enagle alpha blending in the ShaderMaterialPass. More... | |
| vireo::MSAA | msaa {vireo::MSAA::NONE} |
| MSAA samples count. More... | |
| float | gamma {2.2f} |
| Gamma correction factor when using *_UNORM, *_SNORM or *_SFLOAT format. More... | |
| float | exposure {1.0f} |
| Exposure correction factor. More... | |
| ToneMappingType | toneMappingType {ToneMappingType::ACES} |
| Type of tone mapping shader when using HDR rendering formats R16G16B16A16_UNORM, R16G16B16A16_SFLOAT or R32G32B32A32_SFLOAT. More... | |
| PostProcessAntiAliasingType | postProcessAntiAliasingType {PostProcessAntiAliasingType::NONE} |
| Type of antialiasing post-processing shader. More... | |
| float | fxaaSpanMax {16.0f} |
| Maximum distance for FXAA luminance search (higher = sharper, more expensive) More... | |
| float | fxaaReduceMul {1.0f / 8.0f} |
| Multiplier for reducing high-contrast artifacts in FXAA. More... | |
| float | fxaaReduceMin {1.0f / 256.0f} |
| Minimum reduction factor to avoid division by zero in FXAA. More... | |
| float | smaaEdgeThreshold {0.2f} |
| Minimum luma contrast for SMAA edge detection (lower = more edges detected but noisier) More... | |
| int | smaaBlendMaxSteps {4} |
| Maximum search steps for SMAA weights blending (higher = better quality, more expensive) More... | |
| bool | bloomEnabled {true} |
| Enable the bloom post-processing effect. More... | |
| uint32 | bloomBlurKernelSize {5} |
| Bloom effect blur kernel size. More... | |
| float | bloomBlurStrength {1.2f} |
| Bloom effect blur strength. More... | |
| float | rcasSharpenStrength {0.5f} |
| AMD RCAS strength, between 0.0 and 1.0 (higher = more sharpening) More... | |
| uint32 bloomBlurKernelSize {5} |
Bloom effect blur kernel size.
| float bloomBlurStrength {1.2f} |
Bloom effect blur strength.
| bool bloomEnabled {true} |
Enable the bloom post-processing effect.
| float3 clearColor {DEFAULT_CLEAR_COLOR} |
Frame buffer clear color.
| vireo::ImageFormat colorRenderingFormat {vireo::ImageFormat::R16G16B16A16_UNORM} |
Main color pass frame buffer format.
| float depthBiasClamp {0.0f} |
The maximum (or minimum) depth bias of a fragment.
| float depthBiasConstantFactor {-1.0f} |
A scalar factor controlling the constant depth value added to each fragment.
| bool depthBiasEnable {true} |
Controls whether to bias fragment depth values.
| float depthBiasSlopeFactor {1.75f} |
A scalar factor applied to a fragment’s slope in depth bias calculations.
| vireo::ImageFormat depthStencilFormat {vireo::ImageFormat::D32_SFLOAT_S8_UINT} |
Depth and stencil buffer format.
| float exposure {1.0f} |
Exposure correction factor.
| FrameSharpeningType frameScalingSharpening {FrameSharpeningType::AMD_FSR_1} |
Frame sharpening algorithm to apply after frame scaling.
| FrameScalingType frameScalingType {FrameScalingType::NONE} |
Frame scaling algorithm when resolution extent != render target extent.
| float fxaaReduceMin {1.0f / 256.0f} |
Minimum reduction factor to avoid division by zero in FXAA.
| float fxaaReduceMul {1.0f / 8.0f} |
Multiplier for reducing high-contrast artifacts in FXAA.
| float fxaaSpanMax {16.0f} |
Maximum distance for FXAA luminance search (higher = sharper, more expensive)
| float gamma {2.2f} |
Gamma correction factor when using *_UNORM, *_SNORM or *_SFLOAT format.
| vireo::MSAA msaa {vireo::MSAA::NONE} |
MSAA samples count.
| PostProcessAntiAliasingType postProcessAntiAliasingType {PostProcessAntiAliasingType::NONE} |
Type of antialiasing post-processing shader.
| float rcasSharpenStrength {0.5f} |
AMD RCAS strength, between 0.0 and 1.0 (higher = more sharpening)
| RendererType rendererType {static_cast<int>(RendererType::DEFERRED)} |
Renderer type, forward or deferred.
| vireo::Extent resolution {0, 0} |
Rendering resolution in pixels, 0,0 == use render target extent */.
| bool shaderMaterialAlphaBlending {true} |
Enagle alpha blending in the ShaderMaterialPass.
| int smaaBlendMaxSteps {4} |
Maximum search steps for SMAA weights blending (higher = better quality, more expensive)
| float smaaEdgeThreshold {0.2f} |
Minimum luma contrast for SMAA edge detection (lower = more edges detected but noisier)
| vireo::ImageFormat swapChainFormat {vireo::ImageFormat::R8G8B8A8_UNORM} |
Postprocessing & swap chain image format. Note that the real format can be different if the surface does not support the requested format.
| ToneMappingType toneMappingType {ToneMappingType::ACES} |
Type of tone mapping shader when using HDR rendering formats R16G16B16A16_UNORM, R16G16B16A16_SFLOAT or R32G32B32A32_SFLOAT.