There's four types of RenderModes in Rem's Engine:
Material-override
Renderer-based
RenderGraph-based
Debugging
RenderModes can be defined by instantiating one, and be used in the SceneView in the top left corner, where a drop-down opens, and you can chose the mode to be used.
Scene Overview
The following images all render the same scene. It contains a glass icosphere, a SDFHyperBoundingBox (edges of a cube in 4D), the DamagedHelmet sample mesh, and a Mixamo sample mesh with "Talking on Phone" animation. Transparency is rendered using the "GlassPass", which is based on a custom order-independent-transparency algorithm.
Material Override
This replaces the material on all meshes, where there is no special shader assigned, which could change the rendered shape.
The following Material RenderModes exist in Rem's Engine by default:
Renderer-based
Renderers can define post-processing stages, as a final processing step. These are used e.g., for rendering basic material properties like metallic, roughness, sheen and such. Forward-rendering kind of uses a complex render mode, too.
The following attribute-rendering RenderModes exist in Rem's Engine by default for debugging:
The following RenderModes are less often useful:
The next two modes are for debugging skeletal animations:
RenderGraph-based
These give the most control by running a graph-defined sequence of processing steps, e.g., first Deferred-rendering of all opaque geometry, then forward-rendering all transparent geometry, and finally applying depth-of-field and FXAA.
Default rendering modes
Firstly, here's a list of all standard rendering modes, so forward and deferred, and with a single sample per pixel or multiples (MSAA).
Next is a list of modes for debugging rendering:
Post-Processing Nodes
This section shows a few specialized post-processing nodes, which can be used in Rem's Engine:
Signed Distance Field Debugging
SDFs can be tricky, so there are two modes especially for that:
Color-Blindness Debugging
Roughly 4% of all men are color-blind, so they have difficulty differentiating green/blue from red. The following RenderModes render the scene like a color-blind person would see them, so you can check whether your color clues are visible enough or not.
Debugging
These RenderModes use the default render path, but change rendering in different ways (by testing for the RenderMode explicitly):
Created: 15:01, 26. Mar 2023;
Most recent change: 09:58, 03. Nov 2024