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    Using Postprocessing Graph

    Postprocessing Graph header

    In this document, you will learn how to load and use Postprocesing Graph in your applications.

    Load Postprocessing Graph from code

    The following sample code can be used to instantiate an existing postprocessing graph asset and apply it in your scene.

    protected override void CreateScene()
    {
        var assetsService = Application.Current.Container.Resolve<AssetsService>();
    
        var graph = assetsService.Load<PostProcessingGraph>(EvergineContent.PostprocessingGraph.MyPostProcessingGraph);
    
        // Add postprocessing graph to scene
        Entity postprocessingVolume = new Entity()
            .AddComponent(new Transform3D())
            .AddComponent(new PostProcessingGraphRenderer() { ppGraph = graph });
    
        this.Managers.EntityManager.Add(postprocessingVolume);
    }
    

    How to apply Postprocessing graph to a scene from Evergine Studio.

    You can apply a postprocessing graph to your scene click on Plus Icon button from Entities Hierarchy panel and select Post-processing Volume

    Create Postprocessing Volume

    Postprocessing Volume is an entity in your scene composed of 3 components:

    • Transform3D
    • PostProcessingGraphRenderer
    • BoxCollider3D

    With the PostProcessingGraphRenderer component, you can configure it to work in two modes.

    Mode Description
    Global All cameras in your scene will be affected by the postprocessing graph.
    Volume The cameras enter into the volume defines by a BoxCollider will be affected by the postprocessing graph.

    In addition, you can configure the LayerOrder to execute the postprocessing in your scene. For example, you can execute the postprocessing after drawing all entities of your scene but before the UI entities.

    Finally, The PostProcessingGraphRenderer allows to load a Postprocessing Graph asset and displays all his nodes or his associated decorator.

    Postprocessing Renderer

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