Default Pass Startup State Shader Configurations
The state shaders are not necessarily needed in your shading pipeline, as the engine has default implemented behaviours.
Here are the default behaviours applied at the startup of each rendering pass in the engine. Blended materials passes startup state is identical to master passes startup state:
Pass ID |
Blending Mode |
Depth Mode |
---|---|---|
|
No blending: ONE * SRC_COLOR + ZERO * DEST_COLOR |
Depth test = ON Depth write = ON Depth equation = LEQUAL |
|
Additive blending: ONE * SRC_COLOR + ONE * DEST_COLOR |
Depth test = ON Depth write = OFF Depth equation = LEQUAL |
|
Additive blending: ONE * SRC_COLOR + ONE * DEST_COLOR |
Depth test = ON Depth write = OFF Depth equation = LEQUAL |
|
N/A |
N/A |
|
No blending: ONE * SRC_COLOR + ZERO * DEST_COLOR |
N/A |
|
Additive blending: ONE * SRC_COLOR + ONE * DEST_COLOR |
N/A |
|
Additive blending: ONE * SRC_COLOR + ONE * DEST_COLOR |
N/A |
When handling true transparent objects (RED::StateShader::SORTED_TRANSPARENCY
setup) all depth functions must be replaced by EQUAL instead of LEQUAL. All other state default values are given by the RED::StateShader
default class creation values and do not rely on the current pass being rendered.