Base component for creating a post-processing effect. 更多...
import 语句: | import QtQuick3D.Effects 1.15 |
继承: |
The Effect type allows the user to implement their own post-processing effects for QtQuick3D . This is how to create your own effect, using GaussianBlur as an example:
Effect { // The property name is generated as a uniform to the shader code, so it must match // the name and type used in shader code. property real amount: 2 // 0 - 10 // The vertex shaders are defined with the Shader type. Shader { id: vertical stage: Shader.Vertex shader: "shaders/blurvertical.vert" } Shader { id: horizontal stage: Shader.Vertex shader: "shaders/blurhorizontal.vert" } // The fragment shader is defined with the Shader type. Shader { id: gaussianblur stage: Shader.Fragment shader: "shaders/gaussianblur.frag" } // In this shader we need a temporary buffer to store the output of the first blur pass. Buffer { id: tempBuffer name: "tempBuffer" format: Buffer.RGBA8 textureFilterOperation: Buffer.Linear textureCoordOperation: Buffer.ClampToEdge bufferFlags: Buffer.None // Lifetime of the buffer is one frame } // GaussianBlur needs two passes; a horizontal blur and a vertical blur. // Only the vertex shader is different in this case, so we can use the same fragment // shader for both passes. passes: [ Pass { shaders: [ horizontal, gaussianblur ] output: tempBuffer }, Pass { shaders: [ vertical, gaussianblur ] commands: [ // We feed the output of the first pass as an input for the second pass. BufferInput { buffer: tempBuffer } ] } ] }
另请参阅 Shader , Buffer ,和 Pass .
passes : list |
Contains a list of render passes implemented by the effect.