Stride.Rendering.Images Namespace
Classes
Afterimage simulates the persistence of the bright areas on the retina. |
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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. |
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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). |
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A bright pass filter. |
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Blurs a Circle of Confusion map. |
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A texture combiner allows to mix up to 10 textures with different weights. |
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Base class for a ColorTransformBase to be used in a ColorTransformGroup. |
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Base class for a ColorTransformBase used by ColorTransform and ToneMapOperator. |
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A collection of ColorTransformBase |
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An effect combining a list of ColorTransform sub-effects. |
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Keys used by the CombineLevelsFromCoCffect |
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Keys used by the DepthAwareDirectionalBlurEffect |
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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. |
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A fog filter. |
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A FXAA anti-aliasing pass. |
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Provides a gaussian blur effect. |
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Applies a depth-aware gaussian blur to a texture. |
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Post effect base class. |
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Extensions for ImageEffect. |
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Post effect using an Effect (either sdfx or sdsl). |
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Allow to up-scale or down-scale a texture (input) multiple times while capturing intermediate mipmap results (outputs). |
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Allow readback a Texture from GPU to CPU with a frame delay count to avoid blocking read. |
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Scales an input texture to an output texture (down or up, depending on the relative size between input and output) |
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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. |
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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. |
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Compute screen space reflections as a post effect. |
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Luminance effect. |
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Class LuminanceLogEffect. |
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A color transform to output the luminance to a specific channel. |
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Applies a McIntosh blur to a texture. (Hexagonal bokeh) |
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A fog filter. |
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A default bundle of ImageEffect. |
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Keys used by the SSLRResolvePass |
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A tonemap effect. |
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The Tone mapping ACES operator. |
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Base operator shared by Reinhard, Drago, Exponential and Logarithmic. |
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The tonemap Drago operator. |
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The tonemap exponential operator. |
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The tonemap operator by Jim Hejl version 2 that does not include the gamma correction and has a whitepoint parameter. |
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The tonemap operator by Jim Hejl and Richard Burgess-Dawson. |
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The tonemap logarithmic operator. |
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The tonemap operator by Mike Day, Insomniac Games. |
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Base class for a tonemap operator. |
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The tonemap Reinhard operator. |
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The U2Filmic operator. |
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Applies a TripleRhombi blur to a texture. (Hexagonal bokeh) |
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Structs
Struct LuminanceResult |
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Interfaces
Common interface for a screen-space anti-aliasing effect |
Enums
Techniques available to perform a DoF effect on a level. The technique directly affects the visual result (bokeh shape) as well as the performance. |
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The dithering level used by FXAA. |
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How samples are fetched from the source texture when scaling |