Using Built-in Render Shaders
Below is a complete list of all the HOOPS Luminate render shaders. All of them are children of the base RED::RenderShader
class and can be added in a material pass.
Shader name |
Description |
Snapshot |
---|---|---|
Ray-Tracer Setup Shaders |
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Reflection / Refraction Ray Deviation Shaders:
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Engine shaders that define the direction of reflection and refraction vectors at the interface with a surface. |
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GI Specification Shaders:
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Engine shaders that defines the diffuse property, reflectivity and refractivity of a material for global illumination processing. |
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Performance Shader:
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Engine shaders that defines the threshold below which we can ignore a lighting or ray-tracing contribution and therefore save time. |
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Reflection Blending Shader:
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Adds the contribution of ray-traced reflections to an image. Supports specular and reflectivity maps. Supports Fresnel based reflectance models. |
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Pre-Lighting Shaders |
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Ambient Shader:
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Implements a simple ambient and / or emissive lighting term. Supports ambient, emissive, transparency and base modulation maps. This shader reacts to the ambient light defined for the rendered scene. |
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Refraction Effect Shader:
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This is a real-time rendering shader that fakes the refractions in real-time 3D applications. |
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Solid Shader:
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Implements a simple color / texture rendering. Supports color and transparency maps. |
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Vertex Color Shader:
|
Implements a per vertex shading color. |
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Lighting Shaders |
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Lambert Shader:
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Implements a Lambertian lighting equation, using only a diffuse term contribution. Supports diffuse, bump and transparency maps. |
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Phong Shader:
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Implements the Phong lighting equation, featuring round specular highlights. Supports diffuse, bump, shininess, specular and transparency maps. |
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Anisotropic Shader:
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Implements an anisotropic lighting model, with stretched specular highlights. Supports diffuse, bump, shininess, specular, transparency, anisotropy and orientation maps. |
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Post-Lighting Shaders |
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Environmental Shader:
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Implements environmental mapping. Supports specular, reflectivity and bump maps. Supports Fresnel based reflectance model and can use auto-generated environment maps from the engine. |
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Miscellaneous Shaders |
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Anti-Aliasing Filter Shader:
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Post-processing shader for anti-aliasing purposes. Uses Sobel kernel filters applied to the image. |
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Edge Display Shader:
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Displays inner edges, border edges and contour edges. Supports manifold / non manifold topologies. |
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Section Cutting Shader:
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Special shader used to display a mesh cut with a plane. See the Cutting Geometries: A Practical Example tutorial to have details about this shader |
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Text Shader:
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This shader displays a special kind of HOOPS Luminate texts, known as the ‘textured texts’. |
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High Performance Viewport Shader:
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Fast viewport display shader. Displays meshes and / or edges, including per vertex sub-entity colors and a highlighting mechanism. |
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Logo / Decal Blending Shader:
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This simple pre-lighting shader displays a list of decal texture on a geometry. |