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GFX.Feature

Name - Description Default Type
<input>
<output> GFX.Feature
Shaders A list of shader entry points None [{Any}]
ComposeWith Any table of values that need to be injected into this feature's shaders None {Any}&{Any}
State The table of render state flags to override None {Any}&{Any}
ViewGenerators A collection of callbacks that will be run to generate per-view shader parameters during rendering None Wire[Wire][Shard][[Shard]]
DrawableGenerators A collection of callbacks that will be run to generate per-drawable shader parameters during rendering None Wire[Wire][Shard][[Shard]]
Params The parameters to expose to shaders, these default values can later be overriden by materials or drawable Params None {GFX.Texture2D GFX.TextureCube [Float4] Float4 Float3 Float2 Float Int Int2 Int3 Int4 &(GFX.Texture2D GFX.TextureCube [Float4] Float4 Float3 Float2 Float Int Int2 Int3 Int4) {Any}}&{GFX.Texture2D GFX.TextureCube [Float4] Float4 Float3 Float2 Float Int Int2 Int3 Int4 &(GFX.Texture2D GFX.TextureCube [Float4] Float4 Float3 Float2 Float Int Int2 Int3 Int4) {Any}}
RequiredAttributes The parameters to expose to shaders, these default values can later be overriden by materials or drawable Params None [RequiredAttributes]

Details

A Feature can be thought of as an extension or plugin to the rendering logic.

A Feature may have various components:

  • Blend State (Alpha, Additive, ...)
  • Depth Testing
  • Vertex/Fragment shaders

For a more extensive description about shaders, see Shaders.

Features can be used in various locations: - Attached to a GFX.DrawablePass - Attached to a GFX.EffectPass