chore: import upstream snapshot with attribution

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wehub-resource-sync
2026-07-13 13:13:17 +08:00
commit 58ab8315aa
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# DrawScreenQuad
*in [Lib.render.basic](README.md)*
Renders a rectangle that is locked to the camera view and automatically adjusts to the right image aspect ratio.
## Input Parameters
| Name (Relevancy & Type) | Description |
|---|---|
| **Texture** (Texture2D Relevant) | — |
| **Color** (Vector4) | Selects a color which will be multiplied with the incoming image. |
| **Width** (Single) | Multiplier for Width |
| **Height** (Single) | Multiplier for Height |
| **BlendMode** (Int32) | Selects the Blend mode |
| **EnableDepthTest** (Boolean) | This defines whether the Quad covers itself or is covered by or covers other meshes. |
| **EnableDepthWrite** (Boolean) | This defines whether the Quad covers itself or is covered by or covers other meshes. |
| **Position** (Vector2) | Manipulates the position of the Quad<br/>X = Right / Left<br/>Y = Up / Down |
| **Filter** (Filter) | Selects which Filter is used for rendering the incoming texture |
## Outputs
| Name | Type |
|---|---|
| **Output** | T3.Core.DataTypes.Command |
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# DrawScreenQuadAdvanced
*in [Lib.render.basic](README.md)*
Just like DrawScreecQuad but with Depth and Normal buffer support for special FX.
## Input Parameters
| Name (Relevancy & Type) | Description |
|---|---|
| **Texture** (Texture2D Relevant) | — |
| **Color** (Vector4) | Selects a color which will be multiplied with the incoming image. |
| **Width** (Single) | Multiplier for Width |
| **Height** (Single) | Multiplier for Height |
| **BlendMode** (Int32) | Selects the Blend mode |
| **EnableDepthTest** (Boolean) | This defines whether the Quad covers itself or is covered by or covers other meshes. |
| **EnableDepthWrite** (Boolean) | This defines whether the Quad covers itself or is covered by or covers other meshes. |
| **Position** (Vector2) | Manipulates the position of the Quad<br/>X = Right / Left<br/>Y = Up / Down |
| **Filter** (Filter) | Selects which Filter is used for rendering the incoming texture |
| **DepthBuffer** (Texture2D) | — |
## Outputs
| Name | Type |
|---|---|
| **Output** | T3.Core.DataTypes.Command |
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# DustParticles
*in [Lib.render.basic](README.md)*
Creates a volume around the camera in which points that behave like dust or snow are spawned and repeated / wrapped infinitely.
Tip: This effect can be combined with [SetFog], [DepthOfField], [MotionBlur] among others.
## Input Parameters
| Name (Relevancy & Type) | Description |
|---|---|
| **Refresh** (Boolean) | If no particles are visible double-click to reset the particle simulation<br/><br/>This can become necessary if a change in parameters such as 'count' or 'WrapSize' results in no particles being displayed |
| **Count** (Int32) | Controls the number of particles<br/>Changing this setting may require a refresh |
| **WrapSize** (Single) | Changes the size of the volume around the camera in which particles are spawned and repeated<br/>Changing this setting may require a refresh |
| **OffsetVolume** (Vector3) | Offsets the volume that spawns and wraps the particles from the position of the camera |
| **Color** (Vector4) | Defines the color of the particles |
| **Size** (Single) | Defines the size of the particles |
| **Gravity** (Vector3) | Adds a linear force in the defined axis |
| **NoiseAmount** (Single) | Changes the speed of the noise animation |
| **NoiseFrequency** (Single) | Changes the granularity of the noise<br/>Higher values create many small spatially limited turbulences<br/>Lower values create movements that affect more particles at the same time |
| **NoiseVariation** (Single) | Adds a per-particle noise variation |
| **Phase** (Single) | Changes the phase / random seed of the noise animation |
| **TrailLength** (Int32) | Adds a tail of particles to each particle |
| **TrailColor** (Vector4) | Defines the color of the trails |
| **TrailWidth** (Single) | Changes the thickness of the trails |
| **FadeNearest** (Single) | Defines how close to the camera the particles start to fade out |
| **EnableZWrite** (Boolean) | Enables / disables Z-writing / sorting |
| **BlendMode** (Int32) | Defines what blend mode is used to render the particles |
| **Texture_** (Texture2D) | Input for a custom texture which overrides the default point / blob |
## Outputs
| Name | Type |
|---|---|
| **Output** | T3.Core.DataTypes.Command |
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# FadingSlideShow
*in [Lib.render.basic](README.md)*
Blends smoothly between image files read from a directory.
BlendSpeed controls the speed of the transition.
## Input Parameters
| Name (Relevancy & Type) | Description |
|---|---|
| **IndexAndFraction** (Single Relevant) | — |
| **BlendSpeed** (Single) | — |
| **Scale** (Single) | — |
| **Position** (Vector2) | — |
| **RandomOffset** (Single) | — |
| **FolderWithImages** (String) | — |
| **Color** (Vector4) | — |
| **BackgroundColor** (Vector4) | — |
| **ScaleMode** (Int32) | — |
| **TriggerUpdate** (Boolean) | — |
| **FadeType** (Int32) | — |
## Outputs
| Name | Type |
|---|---|
| **Output** | T3.Core.DataTypes.Command |
| **TextureOutput** | T3.Core.DataTypes.Texture2D |
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# Layer2d
*in [Lib.render.basic](README.md)*
Creates a 2D plane in 3D space onto which the incoming image is rendered.
This op automatically adjusts to the correct aspect ratio.
A possible alternative [QuadMesh] -> [DrawMesh] -> [SetMaterial] in combination with [RenderTarget].
## Input Parameters
| Name (Relevancy & Type) | Description |
|---|---|
| **Texture** (Texture2D Required) | Texture input for any 2D op.<br/>e.g. [RenderTarget], [LoadImage] etc. |
| **Position** (Vector2) | The horizontal and vertical position of the layer in world space. <br/>With the default camera the viewport at that distance is precisely two units high. So setting y to 1 will align the lower layer border to the screen center. |
| **PositionZ** (Single) | Distance to the viewport.<br/>Positive values reduce the distance. Negative values increase it. |
| **Rotate** (Single) | Positive values turn the plane counterclockwise, negative values turn it clockwise. |
| **Stretch** (Vector2) | Non-uniform scaling of the plane.<br/>X = Width<br/>Y = Height |
| **Scale** (Single) | Uniformly scales the plane. |
| **ScaleMode** (Int32) | Selects the mode in which the plane should dynamically adapt to the aspect ratio of the viewport. |
| **Color** (Vector4) | Selects a color which will be multiplied with the incoming image. |
| **BlendMode** (Int32) | Selects the blend mode. |
| **EnableDepthTest** (Boolean) | This defines whether the mesh / plane covers itself or is covered by or covers other meshes. |
| **EnableDepthWrite** (Boolean) | This defines whether the mesh / plane covers itself or is covered by or covers other meshes. |
| **Filtering** (Filter) | — |
## Outputs
| Name | Type |
|---|---|
| **Output** | T3.Core.DataTypes.Command |
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# Lib.render.basic
## Operators
- [**DrawScreenQuad**](DrawScreenQuad.md) — Renders a rectangle that is locked to the camera view and automatically adjusts to the right image aspect ratio.
- [**DrawScreenQuadAdvanced**](DrawScreenQuadAdvanced.md) — Just like DrawScreecQuad but with Depth and Normal buffer support for special FX.
- [**DustParticles**](DustParticles.md) — Creates a volume around the camera in which points that behave like dust or snow are spawned and repeated / wrapped infinitely.
- [**FadingSlideShow**](FadingSlideShow.md) — Blends smoothly between image files read from a directory.
- [**Layer2d**](Layer2d.md) — Creates a 2D plane in 3D space onto which the incoming image is rendered.
- [**ShadowPlane**](ShadowPlane.md) — Creates a Plane that is transparent except for a realtime rendered Shadowmap.
- [**Text**](Text.md) — Creates flat 2D Text as an Object in 3D Space from bitmap fonts.
- [**TextOutlines**](TextOutlines.md) — Creates outlined text to use in combination with [Text]
---
*Auto-generated from the operator library.*
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# ShadowPlane
*in [Lib.render.basic](README.md)*
Creates a Plane that is transparent except for a realtime rendered Shadowmap.
See [ShadowPlaneExample] on how to use it.
## Input Parameters
| Name (Relevancy & Type) | Description |
|---|---|
| **Command** (Command) | Everything connected here will cast a shadow onto the ShadowPlane |
| **PlaneSize** (Single) | Can be used to scale the ShadowPlane if shadows are cut off too early |
| **FieldOfView** (Single) | This defines the angle at which the light casts a shadow. <br/>Since this operator treats any PointLight as a directional light, this can be helpful if lightsources are very close to the ShadowPlane and have to cast shadows in a wide 'Field of View'. |
| **Resolution** (Int32) | Sets the resolution of the 'ShadowMap' |
| **Color** (Vector4) | Defines the Color and Opacity of the shadow. |
| **BlurRadius** (Single) | Defines how strongly the shadows are blurred |
| **BlurDistribution** (Vector2) | Defines how strongly the shadows in the center (X) and at the edge (Y) of the ShadowPlane are blurred. |
| **Center** (Vector3) | Defines the Position of the ShadowPlane.<br/>The default is slightly above the ground.<br/> |
| **Rotation** (Vector3) | — |
## Outputs
| Name | Type |
|---|---|
| **Output** | T3.Core.DataTypes.Command |
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# Text
*in [Lib.render.basic](README.md)*
Creates flat 2D Text as an Object in 3D Space from bitmap fonts.
For each character a quad mesh is generated. [TextSprites] can be used to manipulate these generated objects.
Any String Operator like [AString], [RandomString], etc. can be used as string input.
The fonts used consist of a BmFont font definition file and the matching MSDF (multichannel distance field) texture
## Input Parameters
| Name (Relevancy & Type) | Description |
|---|---|
| **InputText** (String) | String / Input for the text to be drawn |
| **Color** (Vector4) | Defines which color the surfaces of the letters have |
| **Shadow** (Vector4) | Defines the color / opacity of the shadow that appears as an outline<br/>Colors brighter than 1 create a glow effect |
| **Position** (Vector2) | Offsets the position of the Text element |
| **FontPath** (String) | Defines which font is used |
| **Size** (Single) | Uniformly scales the Text |
| **Spacing** (Single) | Defines how wide the gaps between the letters and words are |
| **LineHeight** (Single) | Defines the space between the lines, if there are more than 1 |
| **VerticalAlign** (Int32) | Defines how high the letters are in relation to the pivot.<br/><br/>Top: The pivot point is on the row line<br/>Middle: The letters are centered above the pivot<br/>Bottom: The pivot is at the bottom of the letters such as 'y', 'g', etc. |
| **HorizontalAlign** (Int32) | Defines where the pivot is located in the horizontal position |
| **CullMode** (CullMode) | Defines whether / which surface is rendered invisible |
| **EnableZTest** (Boolean) | Activates / deactivates whether the text covers / is covered by other elements. |
| **Sharpness** (Single) | — |
| **BillboardMode** (Boolean) | — |
## Outputs
| Name | Type |
|---|---|
| **Output** | T3.Core.DataTypes.Command |
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# TextOutlines
*in [Lib.render.basic](README.md)*
Creates outlined text to use in combination with [Text]
## Input Parameters
| Name (Relevancy & Type) | Description |
|---|---|
| **InputText** (String) | — |
| **OutlineColor** (Vector4) | — |
| **FillColor** (Vector4) | — |
| **Position** (Vector2) | — |
| **OutsideLine** (Single) | — |
| **InsideLine** (Single) | — |
| **FontPath** (String) | — |
| **Size** (Single) | — |
| **Spacing** (Single) | — |
| **LineHeight** (Single) | — |
| **VerticalAlign** (Int32) | — |
| **HorizontalAlign** (Int32) | — |
| **CullMode** (CullMode) | — |
| **EnableZTest** (Boolean) | — |
| **Sharpness** (Int32) | Adjust the edges, lower this value if the render is aliased. |
| **BillboardMode** (Boolean) | — |
## Outputs
| Name | Type |
|---|---|
| **Output** | T3.Core.DataTypes.Command |