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Showing results for tags 'cubemap'.
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Hello to all the inhabitants of the forum! I'm experimenting with the third-person camera view in terms of usability for tight scenes with varying height levels and trying to achieve a very specific per-pixel opacity mask filtering. I've had a prototype made in Ultra Engine (the other one) and managed to obtain the basic level of what is needed, but lots of workarounds were required along the road and I can see that it just won't work in a good way without editing the source code of the engine due to some higher-level limitations. The main pillar to achieve the intended visuals is to have a real-time cubemap depth capture of the environment around the player similar to what a point light would have. I was not able to find a ready-to-use entity to capture cubemaps in Ultra Engine. From what I see in the documentation, it will be required to create 6 cameras rendering to unique texture buffers before creating the main camera to make a pre-pass cubemap capture of the scene. Is it right that only a depth test will be performed for a TextureBuffer created with CreateTextureBuffer(..., colorattachments = 0, depthattachment = true, ...)? Is there a way to simplify the cubemap capture setup by having a shared texture buffer? Is there a standardized way to capture cubemaps that I just didn't manage to find? The other requirement is to have another pre-pass with the same view frustrum as the main camera, but with a different shader applied to all the entities of the scene. I've managed to find this article (Shader Families from 24 July 2019) with some information on ShaderFamily which is not available in the documentation (ohh how good it would have been to have it in the docs). From what I see, there is a possibility to have a different shader for different rendering scenario and rendering pass - great, shadow pass switch that I will need later is crossed out! I assume that a regular camera created with CreateCamera method uses the "base" render pass shader group and to have a different fragment shader applied one might set a different material (shader family) to all the required entities duplicates with a different bit passed to Entity::SetRenderLayers. Is there a way to to create a custom render pass shader group and then assign it to a camera instead of the "base" one to use it together with specifying Entity::SetRenderLayers bitmask without the need to duplicate entities?
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