restrictStage

filter
restrictStage
RayTK
v0.41

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 Ray Light Particle
  • Alternate Definition: (optional)
    • Coordinate Types: float vec2 vec3 vec4
    • Context Types: Context MaterialContext CameraContext LightContext RayContext ParticleContext VertexContext PixelContext
    • Return Types: float vec4 Sdf Ray Light Particle