and shader passes (quad renders, i.e. effects added on top of the render output as a
postprocess).
Even some shader passes still actually fall within the render pass category as they need to
re-render the scene to then deduce an effect, such as masking, AO, DoF etc. Others just need the
previous input image to apply a shader on top of it, as for bloom or NVIDIA's FXAA for example.
These only are proper shader passes.
The base class to extend for further passes in MapView, like the MSAARenderPass,
Pass
provides the core logic for both :Even some shader passes still actually fall within the render pass category as they need to re-render the scene to then deduce an effect, such as masking, AO, DoF etc. Others just need the previous input image to apply a shader on top of it, as for bloom or NVIDIA's FXAA for example. These only are proper shader passes.