# Objective - It's currently very hard for beginners and advanced users to get a full understanding of a complete render phase. ## Solution - Implement a full custom render phase - The render phase in the example is intended to show a custom stencil phase that renders the stencil in red directly on the screen --- ## Showcase <img width="1277" alt="image" src="https://github.com/user-attachments/assets/e9dc0105-4fb6-463f-ad53-0529b575fd28" /> ## Notes More docs to explain what is going on is still needed but the example works and can already help some people. We might want to consider using a batched phase and cold specialization in the future, but the example is already complex enough as it is. --------- Co-authored-by: Christopher Biscardi <chris@christopherbiscardi.com> |
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| .. | ||
| animate_shader.wgsl | ||
| array_texture.wgsl | ||
| bindless_material.wgsl | ||
| cubemap_unlit.wgsl | ||
| custom_clustered_decal.wgsl | ||
| custom_gltf_2d.wgsl | ||
| custom_material_2d.wgsl | ||
| custom_material_import.wgsl | ||
| custom_material_screenspace_texture.wgsl | ||
| custom_material.frag | ||
| custom_material.vert | ||
| custom_material.wgsl | ||
| custom_phase_item.wgsl | ||
| custom_stencil.wgsl | ||
| custom_ui_material.wgsl | ||
| custom_vertex_attribute.wgsl | ||
| extended_material.wgsl | ||
| fallback_image_test.wgsl | ||
| game_of_life.wgsl | ||
| gpu_readback.wgsl | ||
| instancing.wgsl | ||
| irradiance_volume_voxel_visualization.wgsl | ||
| line_material.wgsl | ||
| post_processing.wgsl | ||
| shader_defs.wgsl | ||
| show_prepass.wgsl | ||
| specialized_mesh_pipeline.wgsl | ||
| storage_buffer.wgsl | ||
| texture_binding_array.wgsl | ||
| tonemapping_test_patterns.wgsl | ||
| water_material.wgsl | ||