Class StandardRenderingPipeline
Hierarchy
-
PostProcessRenderPipeline
- StandardRenderingPipeline
Implements
Index
Constructors
Properties
- animations
- blurHPost
Processes - blurVPost
Processes - blur
Width - bright
Pass Post Process - bright
Threshold - depth
OfField Blur Width - depth
OfField Distance - depth
OfField Post Process - down
Sample X4Post Process - fxaa
Post Process - hdr
Decrease Rate - hdr
Final Post Process - hdr
Increase Rate - hdr
Minimum Luminance - hdr
Post Process - horizontal
Blur - inspectable
Custom Properties - lens
Color Texture - lens
Flare Blur Width - lens
Flare Compose Post Process - lens
Flare Dirt Texture - lens
Flare Distortion Strength - lens
Flare Final Post Process - lens
Flare Ghost Dispersal - lens
Flare Halo Width - lens
Flare Post Process - lens
Flare Strength - lens
Star Texture - lens
Texture - luminance
Down Sample Post Processes - luminance
Post Process - motion
Blur Post Process - original
Post Process - screen
Space Reflection Post Process - source
Light - texture
Adder Final Post Process - texture
Adder Post Process - volumetric
Light Blur Scale - volumetric
Light Coefficient - volumetric
Light Final Post Process - volumetric
Light Merge Post Proces - volumetric
Light Post Process - volumetric
Light Power - volumetric
Light SmoothXPost Process - volumetric
Light SmoothYPost Process - Luminance
Steps
Accessors
Methods
Constructors
constructor
-
Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
Parameters
-
name: string
The rendering pipeline name
-
scene: Scene
The scene linked to this pipeline
-
ratio: number
The size of the postprocesses (0.5 means that your postprocess will have a width = canvas.width 0.5 and a height = canvas.height 0.5)
-
Optional originalPostProcess: Nullable<PostProcess>
the custom original color post-process. Must be "reusable". Can be null.
-
Optional cameras: Camera[]
The array of cameras that the rendering pipeline will be attached to
Returns StandardRenderingPipeline
-
Properties
animationsSearch playground for animations
List of animations for the pipeline (IAnimatable implementation)
blurHPost ProcessesSearch playground for blurHPostProcesses
Post-process array storing all the horizontal blur post-processes used by the pipeline
blurVPost ProcessesSearch playground for blurVPostProcesses
Post-process array storing all the vertical blur post-processes used by the pipeline
blur WidthSearch playground for blurWidth
Configures the blur intensity used for surexposed surfaces are highlighted surfaces (light halo)
bright Pass Post ProcessSearch playground for brightPassPostProcess
Post-process used to calculate the illuminated surfaces controlled by a threshold
bright ThresholdSearch playground for brightThreshold
Represents the brightness threshold in order to configure the illuminated surfaces
depth OfField Blur WidthSearch playground for depthOfFieldBlurWidth
Represents the blur intensity for the blurred part of the depth of field effect
depth OfField DistanceSearch playground for depthOfFieldDistance
Represents the focal length for the depth of field effect
depth OfField Post ProcessSearch playground for depthOfFieldPostProcess
Post-process used to create a depth of field effect
down Sample X4Post ProcessSearch playground for downSampleX4PostProcess
Post-process used to down scale an image x4
fxaa Post ProcessSearch playground for fxaaPostProcess
The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
hdr Decrease RateSearch playground for hdrDecreaseRate
For eye adaptation, represents the decrease luminance speed
hdr Final Post ProcessSearch playground for hdrFinalPostProcess
Post-process used to merge the final HDR post-process and the real scene color
hdr Increase RateSearch playground for hdrIncreaseRate
For eye adaptation, represents the increase luminance speed
hdr Minimum LuminanceSearch playground for hdrMinimumLuminance
For eye adaptation, represents the minimum luminance the eye can see
hdr Post ProcessSearch playground for hdrPostProcess
Post-process used to create a HDR effect (light adaptation)
horizontal BlurSearch playground for horizontalBlur
Sets if the blur for highlighted surfaces must be only horizontal
inspectable Custom PropertiesSearch playground for inspectableCustomProperties
List of inspectable custom properties (used by the Inspector)
lens Color TextureSearch playground for lensColorTexture
Lens color texture used by the lens flare effect. Mandatory if lens flare effect enabled
lens Flare Blur WidthSearch playground for lensFlareBlurWidth
Configures the blur intensity used for for lens flare (halo)
lens Flare Compose Post ProcessSearch playground for lensFlareComposePostProcess
Post-process that merges the result of the lens flare post-process and the real scene color
lens Flare Dirt TextureSearch playground for lensFlareDirtTexture
As the "lensTexture" (can be the same texture or different), it is used to apply the lens flare effect by taking account of the dirt texture
lens Flare Distortion StrengthSearch playground for lensFlareDistortionStrength
Based on the lens distortion effect, defines how much the lens flare result is distorted
lens Flare Final Post ProcessSearch playground for lensFlareFinalPostProcess
Post-process used to store the final lens flare post-process (attach/detach for debug purpose)
lens Flare Ghost DispersalSearch playground for lensFlareGhostDispersal
Dispersion coefficient for lens flare ghosts
lens Flare Halo WidthSearch playground for lensFlareHaloWidth
Main lens flare halo width
lens Flare Post ProcessSearch playground for lensFlarePostProcess
Post-process used to create a lens flare effect
lens Flare StrengthSearch playground for lensFlareStrength
The overall strengh for the lens flare effect
lens Star TextureSearch playground for lensStarTexture
Lens star texture must be used to simulate rays on the flares and is available in the documentation
lens TextureSearch playground for lensTexture
Texture used typically to simulate "dirty" on camera lens
luminance Down Sample Post ProcessesSearch playground for luminanceDownSamplePostProcesses
Post-processes used to create down sample post-processes in order to get the average luminance of the final image for HDR Array of length "StandardRenderingPipeline.LuminanceSteps"
luminance Post ProcessSearch playground for luminancePostProcess
Base post-process used to calculate the average luminance of the final image for HDR
motion Blur Post ProcessSearch playground for motionBlurPostProcess
Post-process used to create a motion blur effect
original Post ProcessSearch playground for originalPostProcess
Post-process which contains the original scene color before the pipeline applies all the effects
screen Space Reflection Post ProcessSearch playground for screenSpaceReflectionPostProcess
Post-process used to simulate realtime reflections using the screen space and geometry renderer.
source LightSearch playground for sourceLight
Light (spot or directional) used to generate the volumetric lights rays The source light must have a shadow generate so the pipeline can get its depth map
texture Adder Final Post ProcessSearch playground for textureAdderFinalPostProcess
Post-process used to store the final texture adder post-process (attach/detach for debug purpose)
texture Adder Post ProcessSearch playground for textureAdderPostProcess
Post-process used to add colors of 2 textures (typically brightness + real scene color)
volumetric Light Blur ScaleSearch playground for volumetricLightBlurScale
Used the set the blur intensity to smooth the volumetric lights
volumetric Light CoefficientSearch playground for volumetricLightCoefficient
Represents the offset coefficient based on Rayleigh principle. Typically in interval [-0.2, 0.2]
volumetric Light Final Post ProcessSearch playground for volumetricLightFinalPostProcess
Post-process used to store the final volumetric light post-process (attach/detach for debug purpose)
volumetric Light Merge Post ProcesSearch playground for volumetricLightMergePostProces
Post-process used to merge the volumetric light effect and the real scene color
volumetric Light Post ProcessSearch playground for volumetricLightPostProcess
Post-process used to create volumetric lighting effect
volumetric Light PowerSearch playground for volumetricLightPower
The overall power of volumetric lights, typically in interval [0, 10] maximum
volumetric Light SmoothXPost ProcessSearch playground for volumetricLightSmoothXPostProcess
Post-process used to smooth the previous volumetric light post-process on the X axis
volumetric Light SmoothYPost ProcessSearch playground for volumetricLightSmoothYPostProcess
Post-process used to smooth the previous volumetric light post-process on the Y axis
Static Luminance StepsSearch playground for LuminanceSteps
Luminance steps
Accessors
cameras
-
Gets the list of attached cameras
Returns Camera[]
exposure
-
Gets the overall exposure used by the pipeline
Returns number
-
Sets the overall exposure used by the pipeline
Parameters
-
value: number
Returns any
-
fxaa Enabled
-
Specifies if anti-aliasing is enabled
Returns boolean
-
Specifies if anti-aliasing is enabled
Parameters
-
enabled: boolean
Returns any
-
hdr Auto Exposure
-
Gets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
Returns boolean
-
Sets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
Parameters
-
value: boolean
Returns any
-
is Supported
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If all the render effects in the pipeline are supported
Returns boolean
motion Blur Samples
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Specifies the number of samples used for the motion blur effect Typically in interval [16, 64]
Returns number
-
Specifies the number of samples used for the motion blur effect Typically in interval [16, 64]
Parameters
-
samples: number
Returns any
-
motion Strength
-
Gets how much the image is blurred by the movement while using the motion blur post-process
Returns number
-
Sets how much the image is blurred by the movement while using the motion blur post-process
Parameters
-
strength: number
Returns any
-
name
-
Gets pipeline name
Returns string
object Based Motion Blur
-
Gets wether or not the motion blur post-process is object based or screen based.
Returns boolean
-
Sets wether or not the motion blur post-process should be object based or screen based
Parameters
-
value: boolean
Returns any
-
samples
-
Specifies MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
Returns number
-
Specifies MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
Parameters
-
sampleCount: number
Returns any
-
screen Space Reflections Enabled
-
Specifies if screen space reflections are enabled.
Returns boolean
-
Specifies if screen space reflections are enabled.
Parameters
-
enabled: boolean
Returns any
-
volumetric Light Steps Count
-
Specifies the number of steps used to calculate the volumetric lights Typically in interval [50, 200]
Returns number
-
Specifies the number of steps used to calculate the volumetric lights Typically in interval [50, 200]
Parameters
-
count: number
Returns any
-
Methods
add EffectSearch playground for addEffect
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Adds an effect to the pipeline
Parameters
-
renderEffect: PostProcessRenderEffect
the effect to add
Returns void
-
disposeSearch playground for dispose
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Dispose of the pipeline and stop all post processes
Returns void
get Class NameSearch playground for getClassName
-
Gets the class name
Returns string
"PostProcessRenderPipeline"
serializeSearch playground for serialize
-
Serialize the rendering pipeline (Used when exporting)
Returns any
the serialized object
set Pre Pass RendererSearch playground for setPrePassRenderer
-
Sets the required values to the prepass renderer.
Parameters
-
prePassRenderer: PrePassRenderer
defines the prepass renderer to setup.
Returns boolean
true if the pre pass is needed.
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Static ParseSearch playground for Parse
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Parse the serialized pipeline
Parameters
-
source: any
Source pipeline.
-
scene: Scene
The scene to load the pipeline to.
-
rootUrl: string
The URL of the serialized pipeline.
Returns StandardRenderingPipeline
An instantiated pipeline from the serialized object.
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Standard rendering pipeline Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
https://doc.babylonjs.com/how_to/using_standard_rendering_pipeline