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
Configurable Parameters¶
Each Render Texture entry currently supports:
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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
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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
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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
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Basic Usage¶
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Open
Scene Properties > Render Textures. -
Create a
Render Textureentry. -
Select
Source,Camera, resolution, update mode, and format. -
Add
Add > Texture > Render Texturein a regular object material. -
Select the matching
Render Textureentry in the node panel. -
Use the node's
Color/Alphaoutput 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
Node tree entry: Shader Node Editor > Shader Type > Filter
Basic Usage¶
-
Open
Scene Properties > Filter Materials. -
Create an entry, or click
New Filter Materialdirectly. -
The selected material must be a
Filterdomain material. -
Open Shader Editor and switch the top
Shader TypetoFilter. -
Use
Scene Colorto read scene data, and useFilter Object Infowhen you want the filter to react to a chosen object's transform or viewport color. -
Use
Execution Stageto choose where the filter runs.
Important Notes¶
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The default sampling coordinate of
Scene Coloris theWindowoutput of theTexture Coordinatenode -
AOVinput is supported -
Execution Stageinsertion points:-
Before Volume Fog: Execute before volume fog processing -
Before Depth of Field: Execute before depth of field -
Before Composite: Execute before the compositor
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