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

Reflection / Refraction Ray Deviation Shaders:

RED::RayReflectionShader

RED::RayRefractionShader

Engine shaders that define the direction of reflection and refraction vectors at the interface with a surface.

GI Specification Shaders:

RED::RayGIDiffuseShader

RED::RayGIReflectionColorShader

RED::RayGIRefractionColorShader

Engine shaders that defines the diffuse property, reflectivity and refractivity of a material for global illumination processing.

Performance Shader:

RED::RayCutoffShader

Engine shaders that defines the threshold below which we can ignore a lighting or ray-tracing contribution and therefore save

time.

Reflection Blending Shader:

RED::ReflectionShader

Adds the contribution of ray-traced reflections to an image.

Supports specular and reflectivity maps. Supports Fresnel based reflectance models.

../../../../_images/bk_bm_custom_builtin_Reflect.png

Pre-Lighting Shaders

Ambient Shader:

RED::RenderShaderAmbient

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.

../../../../_images/bk_bm_custom_builtin_Ambient.png

Refraction Effect Shader:

RED::RenderShaderRefractionEffect

This is a real-time rendering shader that fakes the refractions in real-time

3D applications.

../../../../_images/bk_bm_custom_builtin_Refract.png

Solid Shader:

RED::RenderShaderSolid

Implements a simple color / texture rendering. Supports color

and transparency maps.

../../../../_images/bk_bm_custom_builtin_Solid.png

Vertex Color Shader:

RED::RenderShaderVertexColor

Implements a per vertex shading color.

../../../../_images/bk_bm_custom_builtin_Vertex.png

Lighting Shaders

Lambert Shader:

RED::RenderShaderLambert

Implements a Lambertian lighting equation, using only a diffuse term contribution.

Supports diffuse, bump and transparency maps.

../../../../_images/bk_bm_custom_builtin_Lambert.png

Phong Shader:

RED::RenderShaderPhong

Implements the Phong lighting equation, featuring round specular highlights.

Supports diffuse, bump, shininess, specular and transparency maps.

../../../../_images/bk_bm_custom_builtin_Phong.png

Anisotropic Shader:

RED::RenderShaderAnisotropic

Implements an anisotropic lighting model, with stretched specular highlights.

Supports diffuse, bump, shininess, specular, transparency, anisotropy

and orientation maps.

../../../../_images/bk_bm_custom_builtin_Aniso.png

Post-Lighting Shaders

Environmental Shader:

RED::RenderShaderEnvironmental

Implements environmental mapping. Supports specular, reflectivity and bump maps.

Supports Fresnel based reflectance model and can use auto-generated environment

maps from the engine.

../../../../_images/bk_bm_custom_builtin_Envi.png

Miscellaneous Shaders

Anti-Aliasing Filter Shader:

RED::RenderShaderAAFilter

Post-processing shader for anti-aliasing purposes. Uses Sobel kernel filters

applied to the image.

../../../../_images/bk_bm_custom_builtin_AA.png

Edge Display Shader:

RED::RenderShaderEdges

Displays inner edges, border edges and contour edges. Supports manifold / non

manifold topologies.

../../../../_images/bk_bm_custom_builtin_Edge.png

Section Cutting Shader:

RED::RenderShaderSectionCut

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

../../../../_images/bk_bm_custom_builtin_SecCut.png

Text Shader:

RED::RenderShaderText

This shader displays a special kind of HOOPS Luminate texts, known as the

‘textured texts’.

../../../../_images/bk_bm_custom_builtin_Text.png

High Performance Viewport Shader:

RED::RenderShaderViewport

Fast viewport display shader. Displays meshes and / or edges, including

per vertex sub-entity colors and a highlighting mechanism.

../../../../_images/bk_bm_custom_builtin_Vp.png

Logo / Decal Blending Shader:

RED::RenderShaderLogo

This simple pre-lighting shader displays a list of decal texture on a geometry.

../../../../_images/bk_bm_custom_builtin_Logo.png