Class StandardRenderingPipeline
Hierarchy (View Summary)
- PostProcessRenderPipeline
- StandardRenderingPipeline
Implements
Index
Constructors
Properties
Accessors
Methods
Constructors
constructor
-
new StandardRenderingPipeline(
name: string,
scene: Scene,
ratio: number,
originalPostProcess?: Nullable<PostProcess>,
cameras?: Camera[],
): StandardRenderingPipelineDefault pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
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)
- originalPostProcess: Nullable<PostProcess> = null
the custom original color post-process. Must be "reusable". Can be null.
Optionalcameras: Camera[]The array of cameras that the rendering pipeline will be attached to
Returns StandardRenderingPipeline
- name: string
Properties
animations
List of animations for the pipeline (IAnimatable implementation)
blur H Post Processes
Post-process array storing all the horizontal blur post-processes used by the pipeline
blur V Post Processes
Post-process array storing all the vertical blur post-processes used by the pipeline
blur Width
Configures the blur intensity used for surexposed surfaces are highlighted surfaces (light halo)
bright Pass Post Process
Post-process used to calculate the illuminated surfaces controlled by a threshold
bright Threshold
Represents the brightness threshold in order to configure the illuminated surfaces
depth Of Field Blur Width
Represents the blur intensity for the blurred part of the depth of field effect
depth Of Field Distance
Represents the focal length for the depth of field effect
depth Of Field Post Process
Post-process used to create a depth of field effect
down Sample X4 Post Process
Post-process used to down scale an image x4
fxaa Post Process
The Fast Approximate Anti-Aliasing post process which attempts to remove aliasing from an image.
hdr Decrease Rate
For eye adaptation, represents the decrease luminance speed
hdr Final Post Process
Post-process used to merge the final HDR post-process and the real scene color
hdr Increase Rate
For eye adaptation, represents the increase luminance speed
hdr Minimum Luminance
For eye adaptation, represents the minimum luminance the eye can see
hdr Post Process
Post-process used to create a HDR effect (light adaptation)
horizontal Blur
Sets if the blur for highlighted surfaces must be only horizontal
inspectable Custom Properties
List of inspectable custom properties (used by the Inspector)
lens Color Texture
Lens color texture used by the lens flare effect. Mandatory if lens flare effect enabled
lens Flare Blur Width
Configures the blur intensity used for for lens flare (halo)
lens Flare Compose Post Process
Post-process that merges the result of the lens flare post-process and the real scene color
lens Flare Dirt 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
lens Flare Distortion Strength
Based on the lens distortion effect, defines how much the lens flare result is distorted
lens Flare Final Post Process
Post-process used to store the final lens flare post-process (attach/detach for debug purpose)
lens Flare Ghost Dispersal
Dispersion coefficient for lens flare ghosts
lens Flare Halo Width
Main lens flare halo width
lens Flare Post Process
Post-process used to create a lens flare effect
lens Flare Strength
The overall strength for the lens flare effect
lens Star Texture
Lens star texture must be used to simulate rays on the flares and is available in the documentation
lens Texture
Texture used typically to simulate "dirty" on camera lens
luminance Down Sample Post Processes
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"
luminance Post Process
Base post-process used to calculate the average luminance of the final image for HDR
motion Blur Post Process
Post-process used to create a motion blur effect
original Post Process
Post-process which contains the original scene color before the pipeline applies all the effects
screen Space Reflection Post Process
Post-process used to simulate realtime reflections using the screen space and geometry renderer.
source Light
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
texture Adder Final Post Process
Post-process used to store the final texture adder post-process (attach/detach for debug purpose)
texture Adder Post Process
Post-process used to add colors of 2 textures (typically brightness + real scene color)
Readonlyunique Id
Gets the unique id of the post process rendering pipeline
volumetric Light Blur Scale
Used the set the blur intensity to smooth the volumetric lights
volumetric Light Coefficient
Represents the offset coefficient based on Rayleigh principle. Typically in interval [-0.2, 0.2]
volumetric Light Final Post Process
Post-process used to store the final volumetric light post-process (attach/detach for debug purpose)
volumetric Light Merge Post Proces
Post-process used to merge the volumetric light effect and the real scene color
volumetric Light Post Process
Post-process used to create volumetric lighting effect
volumetric Light Power
The overall power of volumetric lights, typically in interval [0, 10] maximum
volumetric Light Smooth X Post Process
Post-process used to smooth the previous volumetric light post-process on the X axis
volumetric Light Smooth Y Post Process
Post-process used to smooth the previous volumetric light post-process on the Y axis
StaticLuminance Steps
Luminance steps
Accessors
Bloom Enabled
-
get BloomEnabled(): boolean
-
set BloomEnabled(enabled: boolean): void
Parameters
- enabled: boolean
Returns void
cameras
-
Gets the list of attached cameras
Returns Camera[]
Depth Of Field Enabled
-
get DepthOfFieldEnabled(): boolean
-
set DepthOfFieldEnabled(enabled: boolean): void
Parameters
- enabled: boolean
Returns void
engine
-
Gets the active engine
Returns AbstractEngine
exposure
-
get exposure(): number
Gets the overall exposure used by the pipeline
Returns number
-
set exposure(value: number): void
Sets the overall exposure used by the pipeline
Parameters
- value: number
Returns void
fxaa Enabled
-
get fxaaEnabled(): boolean
Specifies if anti-aliasing is enabled
Returns boolean
-
set fxaaEnabled(enabled: boolean): void
Parameters
- enabled: boolean
Returns void
hdr Auto Exposure
-
get hdrAutoExposure(): boolean
Gets whether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
Returns boolean
-
set hdrAutoExposure(value: boolean): void
Sets whether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
Parameters
- value: boolean
Returns void
HDR Enabled
-
get HDREnabled(): boolean
-
set HDREnabled(enabled: boolean): void
Parameters
- enabled: boolean
Returns void
is Supported
-
get isSupported(): boolean
If all the render effects in the pipeline are supported
Returns boolean
Lens Flare Enabled
-
get LensFlareEnabled(): boolean
-
set LensFlareEnabled(enabled: boolean): void
Parameters
- enabled: boolean
Returns void
Motion Blur Enabled
-
get MotionBlurEnabled(): boolean
-
set MotionBlurEnabled(enabled: boolean): void
Parameters
- enabled: boolean
Returns void
motion Blur Samples
-
get motionBlurSamples(): number
Specifies the number of samples used for the motion blur effect Typically in interval [16, 64]
Returns number
-
set motionBlurSamples(samples: number): void
Parameters
- samples: number
Returns void
motion Strength
-
get motionStrength(): number
Gets how much the image is blurred by the movement while using the motion blur post-process
Returns number
-
set motionStrength(strength: number): void
Sets how much the image is blurred by the movement while using the motion blur post-process
Parameters
- strength: number
Returns void
name
-
get name(): string
Gets pipeline name
Returns string
object Based Motion Blur
-
get objectBasedMotionBlur(): boolean
Gets whether or not the motion blur post-process is object based or screen based.
Returns boolean
-
set objectBasedMotionBlur(value: boolean): void
Sets whether or not the motion blur post-process should be object based or screen based
Parameters
- value: boolean
Returns void
samples
-
get samples(): number
Specifies MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
Returns number
-
set samples(sampleCount: number): void
Parameters
- sampleCount: number
Returns void
screen Space Reflections Enabled
-
get screenSpaceReflectionsEnabled(): boolean
Specifies if screen space reflections are enabled.
Returns boolean
-
set screenSpaceReflectionsEnabled(enabled: boolean): void
Parameters
- enabled: boolean
Returns void
VLS Enabled
-
get VLSEnabled(): boolean
-
set VLSEnabled(enabled: boolean): void
Parameters
- enabled: boolean
Returns void
volumetric Light Steps Count
-
get volumetricLightStepsCount(): number
Specifies the number of steps used to calculate the volumetric lights Typically in interval [50, 200]
Returns number
-
set volumetricLightStepsCount(count: number): void
Parameters
- count: number
Returns void
Methods
add Effect
-
Adds an effect to the pipeline
Parameters
- renderEffect: PostProcessRenderEffect
the effect to add
Returns void
- renderEffect: PostProcessRenderEffect
dispose
-
Dispose of the pipeline and stop all post processes
Returns void
get Class Name
-
Gets the class name
Returns string
"PostProcessRenderPipeline"
serialize
-
Serialize the rendering pipeline (Used when exporting)
Returns any
the serialized object
set Pre Pass Renderer
-
Sets the required values to the prepass renderer.
Parameters
- prePassRenderer: PrePassRenderer
defines the prepass renderer to setup.
Returns boolean
true if the pre pass is needed.
- prePassRenderer: PrePassRenderer
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/features/featuresDeepDive/postProcesses/standardRenderingPipeline