Table of Contents

Namespace Stride.Rendering.Compositing

Classes

ClearRenderer

A renderer to clear a render frame.

ColorTargetSemantic
CompositingProfilingKeys
DebugRenderer
DelegateSceneRenderer

A renderer which can provide Draw(RenderDrawContext) implementation with a delegate.

EditorTopLevelCompositor

Used by editor as top level compositor.

EnvironmentLightRoughnessTargetSemantic
ForceAspectRatioSceneRenderer
ForwardRenderer

Renders your game. It should use current RenderView and GetCurrentCamera(RenderContext).

GraphicsCompositor
GraphicsCompositorHelper

Helper functions for creating GraphicsCompositor.

MSAAResolver

A renderer to resolve MSAA textures.

MSAAResolverParams
MaterialIndexTargetSemantic
NormalTargetSemantic
OctahedronNormalSpecularColorTargetSemantic
RenderOutputValidator

Represents how we setup the graphics pipeline output targets.

RenderTextureSceneRenderer
SceneCameraRenderer

Defines and sets a RenderView and set it up using Camera or current context camera.

SceneCameraSlot

A camera slot used by contained in a SceneCameraSlotCollection and referenceable by a SceneCameraSlotId

SceneCameraSlotCollection

A collection of CameraComponent.

SceneCameraSlotId.SceneCameraSlotIdDataSerializer
SceneExternalCameraRenderer

A camera renderer that can use an external camera not in the scene.

SceneRendererBase

Describes the code part of a GraphicsCompositor.

SceneRendererCollection

A collection of ISceneRenderer.

SingleStageRenderer

Renders a single stage with the current RenderView.

SpecularColorRoughnessTargetSemantic
VRDeviceDescription
VROverlayRenderer
VRRendererSettings
VelocityTargetSemantic

Structs

RenderTargetDescription
SceneCameraSlotId

Identifies a camera slotIndex in a scene composition.

Interfaces

IRenderTargetSemantic

The usage of a render target

ISceneGraphicsCompositor

Defines the common interface for a graphics composer responsible to compose the scene to a final render target.

ISceneRenderer
ISharedRenderer

Enums

MSAAResolver.FilterTypes

MSAA resolve shader modes.