

#Capturing reality texture offset full#
It takes visible 3D models (geometry) and renders them with full materials (pixel count), including textures (memory). The base pass is an example of a pass affected by all three factors. There’s also a dependency on memory amount and bandwith. The total polygon count of meshes it works on decides if the pass is geometry-bound. To intuitively understand what can affect the cost of a pass, it’s useful to look at its inputs and its output.Ī huge complexity of fragment (pixel) shaders used by a pass, combined with a big number of pixels to process, makes the cost of the pass pixel-bound. If you want to dive deep into the inner workings of Unreal’s pipeline, I recommend reading “How Unreal Renders a Frame” by Kostas Anagnostou. Most other passes perform their tasks without them, using their own specialized shaders instead. Actually, only the base pass and translucency use the full materials we set up in the editor. Depth calculation or shadow projection don’t look like your familiar textures too. That’s because the color represents data, like a pixel normal direction. The output of most passes looks a bit strange when you extract it. This can mean 3D models in your scene or even just a single full-screen quad, as is the case with post processing. Bottom left: Base color (aka albedo) in G-Buffer. Top right: World-space normals in G-Buffer. Figure: Top left: Final look of the scene, after lighting and post processes. This organization is done for convenience and to ensure proper order of execution – as some passes may need the output of a particular previous pass. They are grouped together by the function they have in the pipeline, like rendering transparent meshes or doing post processing. A pass is a set of draw calls executed on the GPU. Let’s begin with explaining what do we call a pass in the rendering pipeline. It’s also regularly updated, while videos stay unchanged since their upload. Note: Every chapter of this book is extended compared with the original video. Still, please verify the information by reading this chapter, as it contains some important errata. If you prefer a video version of this lesson, you can watch it on YouTube. What affects their cost (as seen in the GPU Visualizer).Over 20 kinds of passes in Unreal – lighting, the base pass or the mysterious HZB.Figure: Ambient occlusion – the result of the PreLighting pass
