restrictStage
Restricts which render stages an operator is used in.
This can be used for optimization, by switching off expensive ROPs for shadows. It can also be used to have shapes that are invisible but still cast shadows.
In cases where the main operator is not being included, this will produce either the alternative operator input (if connected), or a default value otherwise. The default value is “non-hit” for SDFs, and 0
/ vec4(0)
etc for other types.
Parameters
Name | Description | Regular Handling | Read-Only Handling |
---|---|---|---|
Enable | |||
Include Primary | Whether the operator should be used in the main raymarching stage where the renderer finds surface hits for rays. | Baked | Baked |
Include Shadow | Whether the operator should be used when the renderer is checking for shadows cast on a surface. | Baked | Baked |
Include Reflect | Whether the operator should be used when the renderer is determining colors reflected onto surfaces. | Baked | Baked |
Include Material | Whether the operator should be used when the renderer is using a material do determine the color of a point on a surface. | Baked | Baked |
Include Occlusion | Whether the operator should be used when the renderer is computing ambient occlusion. | Baked | Baked |
Include Volumetric | Whether the operator should be used when the renderer is accumulating color within a light volume. | Baked | Baked |
Include Volumetric Shadow | Whether the operator should be used when the renderer is checking for shadows within a light volume. | Baked | Baked |
Include Normal | Whether the operator should be used when the renderer is calculating surface normals. | Baked | Baked |
Inputs
-
definition_in
: (required)- Coordinate Types:
float
vec2
vec3
vec4
- Context Types:
Context
MaterialContext
CameraContext
LightContext
RayContext
ParticleContext
VertexContext
PixelContext
- Return Types:
float
vec4
Sdf
Volume
Ray
Light
Particle
- Coordinate Types:
-
Alternate Definition
: (optional)- Coordinate Types:
float
vec2
vec3
vec4
- Context Types:
Context
MaterialContext
CameraContext
LightContext
RayContext
ParticleContext
VertexContext
PixelContext
- Return Types:
float
vec4
Sdf
Volume
Ray
Light
Particle
- Coordinate Types: