Expand description
The passes that draw their own geometry into the main target: projected decals, world-space lines, and the GPU particle system.
Structs§
- Decal
Params - Per-decal uniforms uploaded before each draw. Matches
DecalParamsinshaders/decal.slang. 160 bytes (two float4x4s, a float4 tint, four scalars). - Decal
View - Per-frame view inputs to the projected-decal pass. Matches
DecalViewinshaders/decal.slang. 144 bytes. - GpuParticle
- One particle slot in the pool the simulation kernel writes and the render
pair reads. Matches
Particleinshaders/particle_types.slang, which spells the same 32 bytes as two float4 lanes. - Line
View - Per-frame view inputs to the line pass. Matches
LineViewinshaders/line.slang. 80 bytes. - Particle
View - Per-frame view inputs to the particle render pass. Matches
ParticleViewinshaders/particle.slang. 96 bytes. - Skin
Params - Per-dispatch parameters for the
rt_skincompute kernel, which deforms one skinned object’s bind-pose vertices into the shared deformed buffer the RT acceleration structure traces. MatchesSkinParamsinrt_skin.slang.