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.