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
Configurable Fields¶
Each Render Texture entry currently supports:
NameEnabledSourceColor: Capture the final Eevee colorDepth: Capture linear depthNormal: Capture normalsCameraResolution X / YUpdate ModeEvery SampleEvery FrameManualFormatRGBA16FRGBA32FR16FR32F
Basic Workflow¶
- Open
Scene Properties > Render Textures. - Create a new
Render Textureentry. - Choose
Source,Camera, resolution, update mode, and format. - Add a
Add > Texture > Render Texturenode in a regular object material. - Pick the matching
Render Textureentry in the node panel. - Use the node's
Color/Alphaoutputs 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
Node-tree entry: Shader Editor > Shader Type > Filter
Basic Workflow¶
- Open
Scene Properties > Filter Materials. - Create a new entry, or click
New Filter Material. - The selected material must be a
Filterdomain material. - In the Shader Editor, switch the top
Shader TypetoFilter. - Use
Scene Colorto read scene data, and combine it withFilter Object InfoorFilter Maskwhen object-driven control is needed. - Use
AOV Inputif the filter needs to read an existing custom pass. - Use
AOV Outputif the filter should write an intermediate or final result into a named AOV. - Choose the insertion point with
Execution Stage.
Important Notes¶
- The default sampling coordinate for
Scene Coloris theWindowoutput of theTexture Coordinatenode Scene Coloruses consistent screen-UV sampling forColor / Depth / Normal / Position; whenVectoris connected for offset sampling,Positionreconstructs the world position for the offset pixelAOV Inputis supportedAOV Outputis supported, so a filter can write to a named AOV before sending the final result intoFilter OutputExecution Stagecurrently provides three insertion points:Before Volume FogBefore Depth of FieldBefore 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 passEnabled: Whether this output is generatedSource: Source channel to processShader AOV: AOV name used whenSourceisShader AOVMotion Blur: Apply Eevee native motion blurDepth of Field: Apply Eevee native depth of field
Supported Sources¶
DepthNormalPositionVectorDiffuse LightDiffuse ColorSpecular LightSpecular ColorVolume LightEmissionEnvironmentShadowAmbient OcclusionTransparentShader AOVOutline
Basic Workflow¶
- Switch the render engine to
Eevee. - Open
View Layer Properties > Passes > Native Camera FX Outputs. - Add an output entry.
- Set
NameandSource. - Enable
Motion Blur,Depth of Field, or both as needed. - Read the generated render pass by name in the compositor or later pipeline stage.
Important Notes¶
Motion Blurstill requires Eevee motion blur to be enabled for the scene / View LayerDepth of Fieldstill uses the active camera depth-of-field settingsShader AOVsources 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
Outlinesource 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 Controlnodes and theOutlinerender pass work normally - When disabled,
Outline Controlno longer affects the Combined result - When disabled, the
Outlinerender 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
Outlinerender pass is not enabled, outlines are composited intoCombined - If the
Outlinerender 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 Controlparameters and no longer contribute Freestyle / marked-edge outline seeds Blendedforeground materials participate in behind-outline occlusion: fully opaque foreground blocks behind outlines, fully transparent foreground leaves them unchanged- Semi-transparent
Blendedforeground 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 > Outlinepanel images/placeholder_outline_render_pass.png- Suggested content: the
View Layer > Passes > Data > Outlinetoggle, or a compositor example reading theOutlinepass