Proper way to invoke Post-Process shader
The main questions are:
I've spent alot of time, trying to research it myself, reading through Renderer code etc. And still got tons of questions to research.
Best regards, Dennie.
asked Aug 31 '16 at 09:54 AM in Rendering
You have to register your created pass with the pipeline to be executed at the post processing stage in the deferred renderer. Each pass is executed by the composite pass context, you do not create it. Each pass is recorded in the order it was created. The context will simply go through the list of recorded processes and execute them (call process) and will pass itself as a parameter. Here is an example of motion blur pass:
You define the inputs from whatever the previous passes did, or directly from the context. You set the output object with your pass to the final object of the context, or any other temporary output that you would like to use. Note, that it is up to you to resolve the target. Look at PostProcessing.cpp to understand the entire PP pipeline.
To get ViewFamily (inside your composite pass):
Hope this helps.
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