Graphics compositor
AdvancedProgrammer
Note
This page requires a basic understanding of graphics pipelines. graphics compositor organizes how scenes are rendered. You can use it to customize almost every part of the rendering pipeline. For example, you can:
- cameras
- render textures, with different viewports
- post effects to a render target, selected before or after rendering a camera
- -
Create a graphics compositor
Xenko includes a graphics compositor when you create a project. Asset View, click Add asset and select Misc > Graphics compositor. You can choose one of two presets: - post effects)
-
Set the graphics compositor
Game Settings. You can also change the graphics compositor at runtime in a script.Open the graphics compositor editor
graphics compositor editor.Note
The graphics compositor editor is an experimental feature. Asset View (in the bottom pane by default), double-click the Graphics Compositor asset. graphics compositor editor opens.Nodes
nodes. You can set the properties of each node in the Property Grid on the right.Entry points
Entry Points node, you configure the pipeline for each entry point. There are three entry points: - Game, to render your game
- Editor, to render the Game Studio editor
- Single view (referred to as Utility in the Property Grid), to render other things, such as light probes and cubemapsEach entry point can use a separate rendering pipeline. For example, the game and editor might share the same forward renderer and post-processing effects while your single view uses a separate forward renderer.
Connect an entry point to a renderer
- Entry point node.
- Property Grid, next to the entry point you want to connect (Editor, Game or Utility), select the renderer you want to connect to.
Scene renderers.
Forward renderer
forward renderer renders almost everything in your scene. It renders, in order: - post effectsThe forward renderer is also where you set virtual reality options. You configure the forward renderer properties in the forward entry node.
Debug renderer
debug renderer is used by scripts to print debug information. For more information, see Debug renderers.Post-processing effects
post-processing effects node comes after the forward renderer and controls the post effects in your game. For more information, see post-processing effects.Create a node
To create a node, right-click the graphics compositor editor and select the type of node you want to create:See also
- Camera slots
- Scene renderers
- Custom scene renders
- Debug renderers
