Using built-in render shaders
Below is a complete list of all the REDsdk render shaders. All of them are children of the base RED::RenderShader class and can be added in a material pass.
Shader name | Description | Snapshot |
---|---|---|
Ray-tracer setup shaders | ||
Reflection / Refraction ray deviation shaders: RED::RayReflectionShader RED::RayRefractionShader | Engine shaders that define the direction of reflection and refraction vectors at the interface with a surface. | |
GI specification shaders: RED::RayGIDiffuseShader RED::RayGIReflectionColorShader RED::RayGIRefractionColorShader | Engine shaders that defines the diffuse property, reflectivity and refractivity of a material for global illumination processing. | |
Performance shader: RED::RayCutoffShader | Engine shaders that defines the threshold below which we can ignore a lighting or ray-tracing contribution and therefore save time. | |
Reflection blending shader: RED::ReflectionShader | Adds the contribution of ray-traced reflections to an image. Supports specular and reflectivity maps. Supports Fresnel based reflectance models. | ![]() |
Pre-lighting shaders | ||
Ambient shader: RED::RenderShaderAmbient | Implements a simple ambient and / or emissive lighting term. Supports ambient, emissive, transparency and base modulation maps. This shader reacts to the ambient light defined for the rendered scene. | ![]() |
Refraction effect shader: RED::RenderShaderRefractionEffect | this is a real-time rendering shader that fakes the refractions in real-time 3D applications. | ![]() |
Solid shader: RED::RenderShaderSolid | Implements a simple color / texture rendering. Supports color and transparency maps. | ![]() |
Vertex color shader: RED::RenderShaderVertexColor | Implements a per vertex shading color. | ![]() |
Lighting shaders | ||
Lambert shader: RED::RenderShaderLambert | Implements a Lambertian lighting equation, using only a diffuse term contribution. Supports diffuse, bump and transparency maps. | ![]() |
Phong shader: RED::RenderShaderPhong | Implements the Phong lighting equation, featuring round specular highlights. Supports diffuse, bump, shininess, specular and transparency maps. | ![]() |
Anisotropic shader: RED::RenderShaderAnisotropic | Implements an anisotropic lighting model, with stretched specular highlights. Supports diffuse, bump, shininess, specular, transparency, anisotropy and orientation maps. | ![]() |
Post-lighting shaders | ||
Environmental shader: RED::RenderShaderEnvironmental | Implements environmental mapping. Supports specular, reflectivity and bump maps. Supports Fresnel based reflectance model and can use auto-generated environment maps from the engine. | ![]() |
Miscellaneous shaders | ||
Anti-aliasing filter shader: RED::RenderShaderAAFilter | Post-processing shader for anti-aliasing purposes. Uses Sobel kernel filters applied to the image. | ![]() |
Edge display shader: RED::RenderShaderEdges | Displays inner edges, border edges and contour edges. Supports manifold / non manifold topologies. | ![]() |
Section cutting shader: RED::RenderShaderSectionCut | Special shader used to display a mesh cut with a plane. See the Cutting geometries: a practical example tutorial to have details about this shader. | ![]() |
Text shader: RED::RenderShaderText | This shader displays a special kind of REDsdk texts, known as the 'textured texts'. | ![]() |
High performance viewport shader: RED::RenderShaderViewport | Fast viewport display shader. Displays meshes and / or edges, including per vertex sub-entity colors and a highlighting mechanism. | ![]() |
Logo / decal blending shader: RED::RenderShaderLogo | This simple pre-lighting shader displays a list of decal texture on a geometry. | ![]() |
![]() | Writing custom render shaders![]() |