Frame Graph Questions

I have been diving into the Frame Graph stuff and was starting to get to the point where I understand how to use the geometry Renderer to build all the textures that I might need for a custom rendering setup.

The question is now how do I actually bind these into an output that lets me control the final results?

I’m guessing that we need to have a post process or something then feed all the buffers to that? Its the only way I can think of where I could script the fragment output. Is there a different way to do it? I see the output block and stuff, but I’m doing this scripturally not through the node graph.

Do we have more examples anywhere? Id love to figure out how to do things like grab back face depths and stencils etc, but it would be nice to have direct examples of most general things like that.

I also noticed in the VAT demo the render list is set to [mesh] instead of scene.meshes so not all the bugs are shown in the graph. Is anyone actively working on this section of the documents?

cc @Evgeni_Popov (be patient, he is on vacation)

I also cant get the depth to render smoothy:

vs something like this:

You use the view depth, which is a value between [camera near, camera far]. I think you want to either use “screen space” or “normalized view” depth, to have a value between 0 and 1.

For eg (with normalized view depth):

I’m not sure to understand your question, but you can use the outputs of the geometry renderer task for tasks that take a texture as input, or do as you did and transform the handle to an internal texture to use the texture in code outside the graph.

Adding more doc is planned, as well as more examples. Thanks for reporting regarding the VAT demo! You can fix it if you want, but I can do it once I’m back home.

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Its minor about the docs, but if I find more or can provide more ill whip up a simple PG and get that in!

Thanks, for the other insights. Im really excited about this system.

Your help got me a lot closer, but I’m still a goober apparently. I have a ton of artifacts which means I’m probably doing something wrong.

Trying to recreate this in my free time:

I’m sure Ill figure it out when I have time to apply to this…. work first though you know.

Is there a way to just get the results of the lighting pass?

I’m not sure I can see the artifacts, the rendering looks good to me (?)

No, the lighting code is integrated into the standard/PBR shader. However, you can try using Spector and update the final assignment glFragColor = … to display only the result of the lighting code.

Is that how the geometry render gathers the buffers? It uses a material and toggles things like display normals?

So to support a light pass only, if I added it to the standard/PBR material we could technically add it to the geometry render output options?

The geometry renderer task uses the existing material of the mesh to generate the geometry textures, but defines PREPASS to true so that special code in the shader generates these textures.

You can’t yet generate custom textures yourself, but it’s on our todo list.

See:

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