Use with FBShader::RenderingPass properties to make the shader be called at any pass. Passes will be called in the order of the enum.
Public Attributes |
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kFBPassInvalid | |
No pass selected. |
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kFBPassPreRender | |
Before anything. |
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kFBPassFlat | |
Lighting off. |
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kFBPassLighted | |
Lighting on. |
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kFBPassMatte | |
Alpha > 0.5 will show up. |
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kFBPassZTranslucent | |
Writes to depth buffer. |
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kFBPassZTranslucentAlphaTest | |
Writes to depth buffer where Alpha > 0.5.
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kFBPassTranslucent | |
Models are blended. |
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kFBPassAddColor | |
Models are blended additively. |
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kFBPassTranslucentZSort | |
Models are sorted and blended. |
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kFBPassPostRender | |
After everything. |
No pass selected.
Before anything.
Lighting off.
Lighting on.
Alpha > 0.5 will show up.
Writes to depth buffer.
Writes to depth buffer where Alpha > 0.5.
Models are blended.
Models are blended additively.
Models are sorted and blended.
After everything.