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Scene-Level Eevee Extensions

1. Render Textures

Feature Description

Render Textures is a scene-level Eevee extra render texture system.

It allows the scene to maintain up to 4 Render Texture slots in advance. Each slot can specify a camera and an output type, render the scene from that camera into a texture first, and then let regular object materials sample it through the Render Texture node.

Panel Entry Point

Scene Properties > Render Textures

Render Textures Panel

Configurable Parameters

Each Render Texture entry currently supports:

  • Name: Identifier of the texture entry, used for node references

  • Enabled: Enable or disable rendering of this texture

  • Source: Select what to capture

    • Color: Capture the final Eevee color

    • Depth: Capture linear depth

    • Normal: Capture normals

  • Camera: Camera used to render this texture

  • Resolution X / Y: Output texture size in pixels; higher resolution uses more memory

  • Update Mode: Controls how often the texture is updated

    • Every Sample: Update on every sample

    • Every Frame: Update once per frame

    • Manual: Update manually

  • Format: Output data precision

    • RGBA16F: 16-bit floating-point color, balanced quality and performance

    • RGBA32F: 32-bit high-precision color, requires more VRAM

    • R16F: 16-bit floating-point depth value

    • R32F: 32-bit high-precision depth value

Basic Usage

  1. Open Scene Properties > Render Textures.

  2. Create a Render Texture entry.

  3. Select Source, Camera, resolution, update mode, and format.

  4. Add Add > Texture > Render Texture in a regular object material.

  5. Select the matching Render Texture entry in the node panel.

  6. Use the node's Color / Alpha output in later material calculations.

2. Filter Materials

Feature Description

This is a scene-level Eevee full-screen filter stack. Each entry is a Filter domain material, and the current frame is processed in list order.

Panel Entry Point

Scene Properties > Filter Materials

Filter Materials Panel

Node tree entry: Shader Node Editor > Shader Type > Filter

Filter Shader Type

Basic Usage

  1. Open Scene Properties > Filter Materials.

  2. Create an entry, or click New Filter Material directly.

  3. The selected material must be a Filter domain material.

  4. Open Shader Editor and switch the top Shader Type to Filter.

  5. Use Scene Color to read scene data, and use Filter Object Info when you want the filter to react to a chosen object's transform or viewport color.

  6. Use Execution Stage to choose where the filter runs.

Important Notes

  • The default sampling coordinate of Scene Color is the Window output of the Texture Coordinate node

  • AOV input is supported

  • Execution Stage insertion points:

    • Before Volume Fog: Execute before volume fog processing

    • Before Depth of Field: Execute before depth of field

    • Before Composite: Execute before the compositor