StandardRenderingPipeline

Standard rendering pipeline Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.

see

https://doc.babylonjs.com/how_to/using_standard_rendering_pipeline

Hierarchy

Implements

Index

Constructors

constructor

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  • Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.

    constructor

    Parameters

    • name: string

      The rendering pipeline name

    • scene: Scene

      The scene linked to this pipeline

    • ratio: number

      The size of the postprocesses (0.5 means that your postprocess will have a width = canvas.width 0.5 and a height = canvas.height 0.5)

    • Optional originalPostProcess: Nullable<PostProcess>

      the custom original color post-process. Must be "reusable". Can be null.

    • Optional cameras: Camera[]

      The array of cameras that the rendering pipeline will be attached to

    Returns StandardRenderingPipeline

Properties

animations

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animations: Animation[]

List of animations for the pipeline (IAnimatable implementation)

blurHPostProcesses

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blurHPostProcesses: PostProcess[]

Post-process array storing all the horizontal blur post-processes used by the pipeline

blurVPostProcesses

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blurVPostProcesses: PostProcess[]

Post-process array storing all the vertical blur post-processes used by the pipeline

blurWidth

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blurWidth: number

Configures the blur intensity used for surexposed surfaces are highlighted surfaces (light halo)

brightPassPostProcess

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brightPassPostProcess: Nullable<PostProcess>

Post-process used to calculate the illuminated surfaces controlled by a threshold

brightThreshold

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brightThreshold: number

Represents the brightness threshold in order to configure the illuminated surfaces

depthOfFieldBlurWidth

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depthOfFieldBlurWidth: number

Represents the blur intensity for the blurred part of the depth of field effect

depthOfFieldDistance

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depthOfFieldDistance: number

Represents the focal length for the depth of field effect

depthOfFieldPostProcess

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depthOfFieldPostProcess: Nullable<PostProcess>

Post-process used to create a depth of field effect

downSampleX4PostProcess

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downSampleX4PostProcess: Nullable<PostProcess>

Post-process used to down scale an image x4

exposure

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exposure: number

Sets the overall exposure used by the pipeline

fxaaEnabled

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fxaaEnabled: boolean

Specifies if anti-aliasing is enabled

fxaaPostProcess

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fxaaPostProcess: Nullable<FxaaPostProcess>

The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.

hdrDecreaseRate

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hdrDecreaseRate: number

For eye adaptation, represents the decrease luminance speed

hdrFinalPostProcess

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hdrFinalPostProcess: Nullable<PostProcess>

Post-process used to merge the final HDR post-process and the real scene color

hdrIncreaseRate

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hdrIncreaseRate: number

For eye adaptation, represents the increase luminance speed

hdrMinimumLuminance

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hdrMinimumLuminance: number

For eye adaptation, represents the minimum luminance the eye can see

hdrPostProcess

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hdrPostProcess: Nullable<PostProcess>

Post-process used to create a HDR effect (light adaptation)

horizontalBlur

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horizontalBlur: boolean

Sets if the blur for highlighted surfaces must be only horizontal

isSupported

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isSupported: boolean

If all the render effects in the pipeline are support

lensColorTexture

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lensColorTexture: Nullable<Texture>

Lens color texture used by the lens flare effect. Mandatory if lens flare effect enabled

lensFlareComposePostProcess

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lensFlareComposePostProcess: Nullable<PostProcess>

Post-process that merges the result of the lens flare post-process and the real scene color

lensFlareDirtTexture

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lensFlareDirtTexture: Nullable<Texture>

As the "lensTexture" (can be the same texture or different), it is used to apply the lens flare effect by taking account of the dirt texture

lensFlareDistortionStrength

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lensFlareDistortionStrength: number

Based on the lens distortion effect, defines how much the lens flare result is distorted

lensFlareFinalPostProcess

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lensFlareFinalPostProcess: Nullable<PostProcess>

Post-process used to store the final lens flare post-process (attach/detach for debug purpose)

lensFlareGhostDispersal

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lensFlareGhostDispersal: number

Dispersion coefficient for lens flare ghosts

lensFlareHaloWidth

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lensFlareHaloWidth: number

Main lens flare halo width

lensFlarePostProcess

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lensFlarePostProcess: Nullable<PostProcess>

Post-process used to create a lens flare effect

lensFlareStrength

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lensFlareStrength: number

The overall strengh for the lens flare effect

lensStarTexture

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lensStarTexture: Nullable<Texture>

Lens star texture must be used to simulate rays on the flares and is available in the documentation

lensTexture

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lensTexture: Nullable<Texture>

Texture used typically to simulate "dirty" on camera lens

luminanceDownSamplePostProcesses

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luminanceDownSamplePostProcesses: PostProcess[]

Post-processes used to create down sample post-processes in order to get the average luminance of the final image for HDR Array of length "StandardRenderingPipeline.LuminanceSteps"

luminancePostProcess

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luminancePostProcess: Nullable<PostProcess>

Base post-process used to calculate the average luminance of the final image for HDR

motionBlurPostProcess

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motionBlurPostProcess: Nullable<PostProcess>

Post-process used to create a motion blur effect

motionBlurSamples

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motionBlurSamples: number

Specifies the number of samples used for the motion blur effect Typically in interval [16, 64]

motionStrength

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motionStrength: number

For motion blur, defines how much the image is blurred by the movement

originalPostProcess

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originalPostProcess: Nullable<PostProcess>

Post-process which contains the original scene color before the pipeline applies all the effects

samples

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samples: number

Specifies MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)

sourceLight

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Light (spot or directional) used to generate the volumetric lights rays The source light must have a shadow generate so the pipeline can get its depth map

textureAdderFinalPostProcess

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textureAdderFinalPostProcess: Nullable<PostProcess>

Post-process used to store the final texture adder post-process (attach/detach for debug purpose)

textureAdderPostProcess

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textureAdderPostProcess: Nullable<PostProcess>

Post-process used to add colors of 2 textures (typically brightness + real scene color)

volumetricLightBlurScale

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volumetricLightBlurScale: number

Used the set the blur intensity to smooth the volumetric lights

volumetricLightCoefficient

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volumetricLightCoefficient: number

Represents the offset coefficient based on Rayleigh principle. Typically in interval [-0.2, 0.2]

volumetricLightFinalPostProcess

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volumetricLightFinalPostProcess: Nullable<PostProcess>

Post-process used to store the final volumetric light post-process (attach/detach for debug purpose)

volumetricLightMergePostProces

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volumetricLightMergePostProces: Nullable<PostProcess>

Post-process used to merge the volumetric light effect and the real scene color

volumetricLightPostProcess

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volumetricLightPostProcess: Nullable<PostProcess>

Post-process used to create volumetric lighting effect

volumetricLightPower

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volumetricLightPower: number

The overall power of volumetric lights, typically in interval [0, 10] maximum

volumetricLightSmoothXPostProcess

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volumetricLightSmoothXPostProcess: Nullable<BlurPostProcess>

Post-process used to smooth the previous volumetric light post-process on the X axis

volumetricLightSmoothYPostProcess

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volumetricLightSmoothYPostProcess: Nullable<BlurPostProcess>

Post-process used to smooth the previous volumetric light post-process on the Y axis

volumetricLightStepsCount

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volumetricLightStepsCount: number

Specifies the number of steps used to calculate the volumetric lights Typically in interval [50, 200]

Static LuminanceSteps

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LuminanceSteps: number

Luminance steps

Methods

addEffect

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dispose

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  • dispose(): void

getClassName

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  • getClassName(): string

serialize

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  • serialize(): any
  • Serialize the rendering pipeline (Used when exporting)

    Returns any

    the serialized object

Static Parse

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  • Parse the serialized pipeline

    Parameters

    • source: any

      Source pipeline.

    • scene: Scene

      The scene to load the pipeline to.

    • rootUrl: string

      The URL of the serialized pipeline.

    Returns StandardRenderingPipeline

    An instantiated pipeline from the serialized object.

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