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    Stride.Rendering.Images Namespace

    Classes

    AdditiveLightEffectKeys

    AdditiveLightShaderKeys

    Afterimage

    Afterimage simulates the persistence of the bright areas on the retina.

    AmbientOcclusion

    Applies an ambient occlusion effect to a scene. Ambient occlusion is a technique which fakes occlusion for objects close to other opaque objects. It takes as input a color-buffer where the scene was rendered, with its associated depth-buffer. You also need to provide the camera configuration you used when rendering the scene.

    AmbientOcclusionRawAOKeys

    AmbientOcclusionRawAOShaderKeys

    Bloom

    BokehBlur

    This class represents a blur to apply to a texture to create a bokeh effect. It's not supposed to be used as-is, rather you should use subclasses like GaussianBokeh, McIntoshBokeh or TripleRhombiBokeh... which do actually implement a blur technique leading to a particular bokeh shape (circular, hexagonal).

    BokehTechniqueExtensions

    BrightFilter

    A bright pass filter.

    CircleOfConfusionKeys

    CoCMapBlur

    Blurs a Circle of Confusion map.

    CoCMapBlurShaderKeys

    ColorCombiner

    A texture combiner allows to mix up to 10 textures with different weights.

    ColorTransform

    Base class for a ColorTransformBase to be used in a ColorTransformGroup.

    ColorTransformBase

    Base class for a ColorTransformBase used by ColorTransform and ToneMapOperator.

    ColorTransformCollection

    A collection of ColorTransformBase

    ColorTransformContext

    ColorTransformGroup

    An effect combining a list of ColorTransform sub-effects.

    CombineLevelsFromCoCKeys

    Keys used by the CombineLevelsFromCoCffect

    CombineLevelsFromCoCShaderKeys

    DepthAwareDirectionalBlurKeys

    Keys used by the DepthAwareDirectionalBlurEffect

    DepthAwareDirectionalBlurUtilKeys

    DepthMinMax

    DepthMinMaxShaderKeys

    DepthOfField

    Applies a depth-of-field effect to a scene. It takes as input a color-buffer where the scene was rendered, with its associated depth-buffer. You also need to provide the camera configuration you used when rendering the scene. You can optionally specify which bokeh technique should be used, the number of LOD levels with their Circle-of-Confusion strengths and their resolution.

    FilmGrain

    Fog

    A fog filter.

    FXAAEffect

    A FXAA anti-aliasing pass.

    GaussianBlur

    Provides a gaussian blur effect.

    GaussianBokeh

    Applies a depth-aware gaussian blur to a texture.

    ImageEffect

    Post effect base class.

    ImageEffectExtensions

    Extensions for ImageEffect.

    ImageEffectShader

    Post effect using an Effect (either sdfx or sdsl).

    ImageMultiScaler

    Allow to up-scale or down-scale a texture (input) multiple times while capturing intermediate mipmap results (outputs).

    ImageReadback<T>

    Allow readback a Texture from GPU to CPU with a frame delay count to avoid blocking read.

    ImageScaler

    Scales an input texture to an output texture (down or up, depending on the relative size between input and output)

    LambertianPrefilteringSHNoComputePass1Keys

    LambertianPrefilteringSHParameters

    LambertianPrefilteringSHPass1Keys

    LambertianPrefilteringSHPass2Keys

    LensFlare

    Applies some lens-flare effect to an image. This takes in input a bright-pass buffer, calculates the lens-flares and blends them additively to the specified output.

    LightShafts

    LightShaftsEffectKeys

    LightShaftsShaderKeys

    LightStreak

    Applies some light-streaks effect to an image. This takes in input a bright-pass buffer, calculates the light-streaks and blends them additively to the specified output.

    LocalReflections

    Compute screen space reflections as a post effect.

    LuminanceEffect

    Luminance effect.

    LuminanceLogEffect

    Class LuminanceLogEffect.

    LuminanceToChannelTransform

    A color transform to output the luminance to a specific channel.

    McIntoshBokeh

    Applies a McIntosh blur to a texture. (Hexagonal bokeh)

    Outline

    A fog filter.

    PointDepthKeys

    PostProcessingEffects

    A default bundle of ImageEffect.

    RadiancePrefilteringGGXNoComputeParams

    RadiancePrefilteringGGXNoComputeShaderKeys

    RadiancePrefilteringGGXParams

    RadiancePrefilteringGGXShaderKeys

    SphericalHarmonicsParameters

    SSLRBlurPassKeys

    SSLRCommonKeys

    SSLRKeys

    Keys used by the SSLRResolvePass

    SSLRRayTracePassKeys

    SSLRResolvePassKeys

    SSLRTemporalPassKeys

    TemporalAntiAliasEffect

    ThresholdAlphaCoCFrontKeys

    ThresholdAlphaCoCKeys

    ToneMap

    A tonemap effect.

    ToneMapACESOperator

    The Tone mapping ACES operator.

    ToneMapCommonOperator

    Base operator shared by Reinhard, Drago, Exponential and Logarithmic.

    ToneMapDragoOperator

    The tonemap Drago operator.

    ToneMapExponentialOperator

    The tonemap exponential operator.

    ToneMapHejl2Operator

    The tonemap operator by Jim Hejl version 2 that does not include the gamma correction and has a whitepoint parameter.

    ToneMapHejlDawsonOperator

    The tonemap operator by Jim Hejl and Richard Burgess-Dawson.

    ToneMapLogarithmicOperator

    The tonemap logarithmic operator.

    ToneMapMikeDayOperator

    The tonemap operator by Mike Day, Insomniac Games.

    ToneMapOperator

    Base class for a tonemap operator.

    ToneMapReinhardOperator

    The tonemap Reinhard operator.

    ToneMapU2FilmicOperator

    The U2Filmic operator.

    TripleRhombiBokeh

    Applies a TripleRhombi blur to a texture. (Hexagonal bokeh)

    TripleRhombiCombineShaderKeys

    Vignetting

    Structs

    LuminanceResult

    Struct LuminanceResult

    RenderLightShaft

    RenderLightShaftBoundingVolume

    Interfaces

    IImageEffect

    IPostProcessingEffects

    IScreenSpaceAntiAliasingEffect

    Common interface for a screen-space anti-aliasing effect

    Enums

    AmbientOcclusion.TemporaryBufferSize

    BokehTechnique

    Techniques available to perform a DoF effect on a level. The technique directly affects the visual result (bokeh shape) as well as the performance.

    FXAAEffect.DitherType

    The dithering level used by FXAA.

    LocalReflections.ResolutionMode

    SamplingPattern

    How samples are fetched from the source texture when scaling

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