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Scene-Level Eevee Extensions

1. Render Textures

Feature Description

Render Textures is an additional scene-level Eevee render-texture system.

It lets a scene maintain up to 4 render texture slots. Each slot can point to a camera and an output type, rendering that camera view into a texture that can later be sampled by the Render Texture node in regular object materials.

Panel Entry

Scene Properties > Render Textures

Render Textures

Configurable Fields

Each Render Texture entry currently supports:

  • Name
  • Enabled
  • Source
  • Color: Capture the final Eevee color
  • Depth: Capture linear depth
  • Normal: Capture normals
  • Camera
  • Resolution X / Y
  • Update Mode
  • Every Sample
  • Every Frame
  • Manual
  • Format
  • RGBA16F
  • RGBA32F
  • R16F
  • R32F

Basic Workflow

  1. Open Scene Properties > Render Textures.
  2. Create a new Render Texture entry.
  3. Choose Source, Camera, resolution, update mode, and format.
  4. Add a Add > Texture > Render Texture node in a regular object material.
  5. Pick the matching Render Texture entry in the node panel.
  6. Use the node's Color / Alpha outputs in the rest of the material.

2. Filter Materials

Feature Description

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

Panel Entry

Scene Properties > Filter Materials

Filter Materials

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

Filter Shader Type

Basic Workflow

  1. Open Scene Properties > Filter Materials.
  2. Create a new entry, or click New Filter Material.
  3. The selected material must be a Filter domain material.
  4. In the Shader Editor, switch the top Shader Type to Filter.
  5. Use Scene Color to read scene data, and combine it with Filter Object Info or Filter Mask when object-driven control is needed.
  6. Use AOV Input if the filter needs to read an existing custom pass.
  7. Use AOV Output if the filter should write an intermediate or final result into a named AOV.
  8. Choose the insertion point with Execution Stage.

Important Notes

  • The default sampling coordinate for Scene Color is the Window output of the Texture Coordinate node
  • Scene Color uses consistent screen-UV sampling for Color / Depth / Normal / Position; when Vector is connected for offset sampling, Position reconstructs the world position for the offset pixel
  • AOV Input is supported
  • AOV Output is supported, so a filter can write to a named AOV before sending the final result into Filter Output
  • Execution Stage currently provides three insertion points:
  • Before Volume Fog
  • Before Depth of Field
  • Before Composite

3. Native Camera FX Outputs

Feature Description

Native Camera FX Outputs is a View Layer level Eevee native post-effect output system. It can extract a selected render channel, apply Eevee native Motion Blur and / or Depth of Field to that channel, and publish the result as a new render pass.

This is useful for generating camera-FX versions of outlines, AOVs, depth, normals, lighting components, and other channels for compositor, filter, or external post-production workflows.

Panel Entry

View Layer Properties > Passes > Native Camera FX Outputs

Configurable Fields

Each output entry supports:

  • Name: Name of the generated render pass
  • Enabled: Whether this output is generated
  • Source: Source channel to process
  • Shader AOV: AOV name used when Source is Shader AOV
  • Motion Blur: Apply Eevee native motion blur
  • Depth of Field: Apply Eevee native depth of field

Supported Sources

  • Depth
  • Normal
  • Position
  • Vector
  • Diffuse Light
  • Diffuse Color
  • Specular Light
  • Specular Color
  • Volume Light
  • Emission
  • Environment
  • Shadow
  • Ambient Occlusion
  • Transparent
  • Shader AOV
  • Outline

Basic Workflow

  1. Switch the render engine to Eevee.
  2. Open View Layer Properties > Passes > Native Camera FX Outputs.
  3. Add an output entry.
  4. Set Name and Source.
  5. Enable Motion Blur, Depth of Field, or both as needed.
  6. Read the generated render pass by name in the compositor or later pipeline stage.

Important Notes

  • Motion Blur still requires Eevee motion blur to be enabled for the scene / View Layer
  • Depth of Field still uses the active camera depth-of-field settings
  • Shader AOV sources must point to an existing AOV name on the View Layer
  • Invalid entries usually indicate a name conflict, a missing source AOV, or that the current output limit has been exceeded
  • The outline channel can be selected as the Outline source and exported with its own depth of field or motion blur

4. Eevee Outline

Feature Description

Eevee Outline is the scene-level master switch for the built-in screen-space outline system in the NPR Port.

Panel Entry

Render Properties > Outline

Outline render-pass entry:

View Layer Properties > Passes > Data > Outline

Behavior

  • Enabled by default so Outline Control nodes and the Outline render pass work normally
  • When disabled, Outline Control no longer affects the Combined result
  • When disabled, the Outline render pass also stops producing outline data
  • The toggle is meant as a quick way to return Eevee to the same look as a build without the outline system
  • If the Outline render pass is not enabled, outlines are composited into Combined
  • If the Outline render pass is enabled, outline data can be read as a separate pass in compositing or later processing
  • No outlines are generated unless a material actually writes outline parameters through Outline Control
  • Objects in Holdout collections no longer write Outline Control parameters and no longer contribute Freestyle / marked-edge outline seeds
  • Blended foreground materials participate in behind-outline occlusion: fully opaque foreground blocks behind outlines, fully transparent foreground leaves them unchanged
  • Semi-transparent Blended foreground attenuates behind-outline intensity by material transmittance without tinting the outline with the foreground material color

Suggested Images

  • images/placeholder_eevee_outline.png
  • Suggested content: the Render Properties > Outline panel
  • images/placeholder_outline_render_pass.png
  • Suggested content: the View Layer > Passes > Data > Outline toggle, or a compositor example reading the Outline pass