Table of Contents

Namespace Stride.Rendering.Images

Classes

AdditiveLightEffectKeys
AdditiveLightShaderKeys
Afterimage

Afterimage simulates the persistence of the bright areas on the retina.

AmbientOcclusion

Applies an ambient occlusion effect to a scene. Ambient occlusion is a technique which fakes occlusion for objects close to other opaque objects. It takes as input a color-buffer where the scene was rendered, with its associated depth-buffer. You also need to provide the camera configuration you used when rendering the scene.

AmbientOcclusionRawAOKeys
AmbientOcclusionRawAOShaderKeys
Bloom
BokehBlur

This class represents a blur to apply to a texture to create a bokeh effect. It's not supposed to be used as-is, rather you should use subclasses like GaussianBokeh, McIntoshBokeh or TripleRhombiBokeh... which do actually implement a blur technique leading to a particular bokeh shape (circular, hexagonal).

BokehTechniqueExtensions
BrightFilter

A bright pass filter.

CircleOfConfusionKeys
CoCMapBlur

Blurs a Circle of Confusion map.

CoCMapBlurShaderKeys
ColorCombiner

A texture combiner allows to mix up to 10 textures with different weights.

ColorTransform

Base class for a ColorTransformBase to be used in a ColorTransformGroup.

ColorTransformBase

Base class for a ColorTransformBase used by ColorTransform and ToneMapOperator.

ColorTransformCollection

A collection of ColorTransformBase

ColorTransformContext
ColorTransformGroup

An effect combining a list of ColorTransform sub-effects.

CombineLevelsFromCoCKeys

Keys used by the CombineLevelsFromCoCffect

CombineLevelsFromCoCShaderKeys
DepthAwareDirectionalBlurKeys

Keys used by the DepthAwareDirectionalBlurEffect

DepthAwareDirectionalBlurUtilKeys
DepthMinMax
DepthMinMaxShaderKeys
DepthOfField

Applies a depth-of-field effect to a scene. It takes as input a color-buffer where the scene was rendered, with its associated depth-buffer. You also need to provide the camera configuration you used when rendering the scene. You can optionally specify which bokeh technique should be used, the number of LOD levels with their Circle-of-Confusion strengths and their resolution.

FXAAEffect

A FXAA anti-aliasing pass.

FilmGrain
Fog

A fog filter.

GaussianBlur

Provides a gaussian blur effect.

GaussianBokeh

Applies a depth-aware gaussian blur to a texture.

ImageEffect

Post effect base class.

ImageEffectExtensions

Extensions for ImageEffect.

ImageEffectShader

Post effect using an Effect (either sdfx or sdsl).

ImageMultiScaler

Allow to up-scale or down-scale a texture (input) multiple times while capturing intermediate mipmap results (outputs).

ImageReadback<T>

Allow readback a Texture from GPU to CPU with a frame delay count to avoid blocking read.

ImageScaler

Scales an input texture to an output texture (down or up, depending on the relative size between input and output)

LambertianPrefilteringSHNoComputePass1Keys
LambertianPrefilteringSHParameters
LambertianPrefilteringSHPass1Keys
LambertianPrefilteringSHPass2Keys
LensFlare

Applies some lens-flare effect to an image. This takes in input a bright-pass buffer, calculates the lens-flares and blends them additively to the specified output.

LightShafts
LightShaftsEffectKeys
LightShaftsShaderKeys
LightStreak

Applies some light-streaks effect to an image. This takes in input a bright-pass buffer, calculates the light-streaks and blends them additively to the specified output.

LocalReflections

Compute screen space reflections as a post effect.

LuminanceEffect

Luminance effect.

LuminanceLogEffect

Class LuminanceLogEffect.

LuminanceToChannelTransform

A color transform to output the luminance to a specific channel.

McIntoshBokeh

Applies a McIntosh blur to a texture. (Hexagonal bokeh)

Outline

A fog filter.

PointDepthKeys
PostProcessingEffects

A default bundle of ImageEffect.

RadiancePrefilteringGGXNoComputeParams
RadiancePrefilteringGGXNoComputeShaderKeys
RadiancePrefilteringGGXParams
RadiancePrefilteringGGXShaderKeys
SSLRBlurPassKeys
SSLRCommonKeys
SSLRKeys

Keys used by the SSLRResolvePass

SSLRRayTracePassKeys
SSLRResolvePassKeys
SSLRTemporalPassKeys
SphericalHarmonicsParameters
TemporalAntiAliasEffect
ThresholdAlphaCoCFrontKeys
ThresholdAlphaCoCKeys
ToneMap

A tonemap effect.

ToneMapACESOperator

The Tone mapping ACES operator.

ToneMapCommonOperator

Base operator shared by Reinhard, Drago, Exponential and Logarithmic.

ToneMapDragoOperator

The tonemap Drago operator.

ToneMapExponentialOperator

The tonemap exponential operator.

ToneMapHejl2Operator

The tonemap operator by Jim Hejl version 2 that does not include the gamma correction and has a whitepoint parameter.

ToneMapHejlDawsonOperator

The tonemap operator by Jim Hejl and Richard Burgess-Dawson.

ToneMapLogarithmicOperator

The tonemap logarithmic operator.

ToneMapMikeDayOperator

The tonemap operator by Mike Day, Insomniac Games.

ToneMapOperator

Base class for a tonemap operator.

ToneMapReinhardOperator

The tonemap Reinhard operator.

ToneMapU2FilmicOperator

The U2Filmic operator.

TripleRhombiBokeh

Applies a TripleRhombi blur to a texture. (Hexagonal bokeh)

TripleRhombiCombineShaderKeys
Vignetting

Structs

LuminanceResult

Struct LuminanceResult

RenderLightShaft
RenderLightShaftBoundingVolume

Interfaces

IImageEffect
IPostProcessingEffects
IScreenSpaceAntiAliasingEffect

Common interface for a screen-space anti-aliasing effect

Enums

AmbientOcclusion.TemporaryBufferSize
BokehTechnique

Techniques available to perform a DoF effect on a level. The technique directly affects the visual result (bokeh shape) as well as the performance.

FXAAEffect.DitherType

The dithering level used by FXAA.

LocalReflections.ResolutionMode
SamplingPattern

How samples are fetched from the source texture when scaling