GFX.Feature¶
| Name | Mandatory | Description | Default | Type | 
|---|---|---|---|---|
| ⬅️ Input | The input of this shard is ignored. | None | ||
| Output ➡️ | The feature object for use in a rendering pass. | GFX.Feature | ||
| Shaders | No | A list of shader entry points | none | None[{Any}] | 
| ComposeWith | No | Any table of values that need to be injected into this feature's shaders | none | None{Any}Var({Any}) | 
| State | No | The table of render state flags to override | none | None{Any}Var({Any}) | 
| ViewGenerators | No | A collection of callbacks that will be run to generate per-view shader parameters during rendering. These parameters are added to the view buffer. | none | NoneWire[Wire][Shard][[Shard]]None | 
| DrawableGenerators | No | A collection of callbacks that will be run to generate per-drawable shader parameters during rendering | none | NoneWire[Wire][Shard][[Shard]]None | 
| Params | No | The parameters to add to the object buffer and expose to shaders, these default values can later be modified by the Params parameter in GFX.Material or GFX.Drawable. | none | None{GFX.Texture2D GFX.TextureCube Var(GFX.Buffer) [Float4](4) Float4 Float3 Float2 Float Int Int2 Int3 Int4 Var(GFX.Texture2D GFX.TextureCube Var(GFX.Buffer) [Float4](4) Float4 Float3 Float2 Float Int Int2 Int3 Int4) {Any}}Var({GFX.Texture2D GFX.TextureCube Var(GFX.Buffer) [Float4](4) Float4 Float3 Float2 Float Int Int2 Int3 Int4 Var(GFX.Texture2D GFX.TextureCube Var(GFX.Buffer) [Float4](4) Float4 Float3 Float2 Float Int Int2 Int3 Int4) {Any}}) | 
| BlockParams | No | Custom bindings to expose to shaders | none | None{Any} | 
| RequiredAttributes | No | The parameters to expose to shaders, these default values can later be overriden by materials or drawable Params | none | None[RequiredAttributes] | 
| UniqueVariables | No | List of variables that should be made unique | none | None[String] | 
This shard creates a feature object based on what was provided in the different parameters.
Details¶
The GFX.Feature shard is used to create a custom feature using the parameters provided while the GFX.BuiltinFeature shard is for adding an existing "ready-made" feature.
The feature object created by this shard is usually collected into a sequence, which is then in turn used to create a render pass using GFX.DrawablePass.