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timefall-new-render-pass

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Actualizado11 de julio de 2026 a las 20:23

Add a new render pass or post-process effect to the Timefall engine's Renderer3D — bloom, SSAO, outline, fog, depth prepass, tonemap stage, any fullscreen effect, or any pass that draws the scene into its own buffer. Use this whenever a task adds a shader that runs as part of the 3D frame, inserts work into Renderer3D::EndScene, adds a new framebuffer/render target, or adds renderer tunables that need an editor panel and scene serialization ("add a bloom pass", "SSAO", "post-process effect X", "render the scene into a buffer for Y", "expose a renderer setting in the editor"). Also triggers on the tell-tale bugs of a mis-wired pass — the effect renders but the 2D overlay, entity-ID mouse picking, or gizmos break afterward (unrestored GL state / draw buffers), the effect works until the viewport is resized (missing lazy framebuffer rebuild), or a setting works in the editor but resets on scene save/load (missing serializer entry). Not for 2D batch rendering (Renderer2D), for changing material/BRDF logic inside

Instalación

Instalar con Codex o Claude Copia este prompt, pégalo en Codex, Claude u otro asistente, y deja que revise la página de la skill y la instale por ti.

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