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Two Pass Blending Renderer
(TwoPassBlendingRenderer)



Short Description

This render is used for hardware accelerated surface splatting (and similar algorithms). Rendering is performed in a float16 render target with 4 channels (RGBA). First, a z-pass is rendered, then, with an offset, the geometry is rendered with additive blending enabled. Finally, the values in the RGB channels are divided by the A-channel per pixel, assuming that the material has stored weighting information there. This renderer makes only sense to be used in conjunction with a specifically designed surface splatting material that prepares the weighting information in the alpha channel.

Usage

Similar to LCHierachyRenderer. Make sure the right materials are in use.


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