API

Class StandardRenderingPipeline

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

Hierarchy (View Summary)

Implements

Index
animations: Animation[] = []

List of animations for the pipeline (IAnimatable implementation)

blurHPostProcesses: PostProcess[] = []

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

blurVPostProcesses: PostProcess[] = []

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

blurWidth: number = 512.0

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

brightPassPostProcess: Nullable<PostProcess> = null

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

brightThreshold: number = 1.0

Represents the brightness threshold in order to configure the illuminated surfaces

depthOfFieldBlurWidth: number = 64.0

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

depthOfFieldDistance: number = 10.0

Represents the focal length for the depth of field effect

depthOfFieldPostProcess: Nullable<PostProcess> = null

Post-process used to create a depth of field effect

downSampleX4PostProcess: Nullable<PostProcess> = null

Post-process used to down scale an image x4

fxaaPostProcess: Nullable<FxaaPostProcess> = null

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

hdrDecreaseRate: number = 0.5

For eye adaptation, represents the decrease luminance speed

hdrFinalPostProcess: Nullable<PostProcess> = null

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

hdrIncreaseRate: number = 0.5

For eye adaptation, represents the increase luminance speed

hdrMinimumLuminance: number = 1.0

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

hdrPostProcess: Nullable<PostProcess> = null

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

horizontalBlur: boolean = false

Sets if the blur for highlighted surfaces must be only horizontal

inspectableCustomProperties: IInspectable[]

List of inspectable custom properties (used by the Inspector)

lensColorTexture: Nullable<Texture> = null

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

lensFlareBlurWidth: number = 512.0

Configures the blur intensity used for for lens flare (halo)

lensFlareComposePostProcess: Nullable<PostProcess> = null

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

lensFlareDirtTexture: Nullable<Texture> = null

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: number = 16.0

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

lensFlareFinalPostProcess: Nullable<PostProcess> = null

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

lensFlareGhostDispersal: number = 1.4

Dispersion coefficient for lens flare ghosts

lensFlareHaloWidth: number = 0.7

Main lens flare halo width

lensFlarePostProcess: Nullable<PostProcess> = null

Post-process used to create a lens flare effect

lensFlareStrength: number = 20.0

The overall strength for the lens flare effect

lensStarTexture: Nullable<Texture> = null

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

lensTexture: Nullable<Texture> = null

Texture used typically to simulate "dirty" on camera lens

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: Nullable<PostProcess> = null

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

motionBlurPostProcess: Nullable<PostProcess> = null

Post-process used to create a motion blur effect

originalPostProcess: Nullable<PostProcess>

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

screenSpaceReflectionPostProcess: Nullable<ScreenSpaceReflectionPostProcess> = null

Post-process used to simulate realtime reflections using the screen space and geometry renderer.

sourceLight: Nullable<DirectionalLight | SpotLight> = null

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: Nullable<PostProcess> = null

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

textureAdderPostProcess: Nullable<PostProcess> = null

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

uniqueId: any = UniqueIdGenerator.UniqueId

Gets the unique id of the post process rendering pipeline

volumetricLightBlurScale: number = 64.0

Used the set the blur intensity to smooth the volumetric lights

volumetricLightCoefficient: number = 0.2

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

volumetricLightFinalPostProcess: Nullable<PostProcess> = null

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

volumetricLightMergePostProces: Nullable<PostProcess> = null

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

volumetricLightPostProcess: Nullable<PostProcess> = null

Post-process used to create volumetric lighting effect

volumetricLightPower: number = 4.0

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

volumetricLightSmoothXPostProcess: Nullable<BlurPostProcess> = null

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

volumetricLightSmoothYPostProcess: Nullable<BlurPostProcess> = null

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

LuminanceSteps: number = 6

Luminance steps