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Scene-Level Eevee Extensions

DLSS NR and Super Resolution

Entry: Render Properties > DLSS5 (collapsed by default). These are independent features: SR reconstructs color from a lower input resolution; NR enhances color after SR / Film. This is not frame generation.

  1. The current runtime path requires Windows, Vulkan, a compatible NVIDIA GPU / driver and the relevant runtimes. Select Vulkan in Preferences > System > GPU Backend, then fully quit and restart Blender.
  2. Confirm the panel's actual GPU Backend is Vulkan, then choose separate viewport and final-render SR quality settings.
  3. Custom provides independent 50–100% input width/height scales, default 80%. This is a per-axis scale, not a pixel-count percentage. Runtime limits may clamp the effective size; inspect the status dimensions. 100% is not a separate DLAA mode.
  4. Select DLSSNR for NR and adjust intensity/style. Check Viewport SR / Render SR / Viewport NR / Render NR status; an enabled setting alone does not prove successful evaluation.

Outputs, masks and fallback

  • Film reconstructs auxiliary passes, Color / Value AOVs, coverage and Cryptomatte; the neural model does not generate them. IDs remain intact, but pass edges are not guaranteed to match neural color edges pixel for pixel.
  • AOV use_sr_nearest preserves discrete samples; ordinary color AOVs retain continuous resampling. Multilayer EXR, compositor inputs and auxiliary outputs do not by themselves disable SR.
  • An optional Value AOV masks NR: black keeps the base, white uses NR, and alpha remains the base alpha. Missing or invalid masks bypass NR.
  • With a mask selected, Output Precise Mask AOV requests native rendering. Clearing the mask selection disables this mask-specific SR opt-out.
  • NR and SR runtimes are independent; missing one should not prevent the other. Inspect status for bypass/fallback when conditions are unsupported, dimensions are too small, or evaluation fails.

Offline SR evaluates each sample and is not guaranteed to beat native rendering at high sample counts. Test depth of field, motion blur, animation and fine lines in your project. Linux / macOS packages do not imply equivalent DLSS support; this is not an all-GPU compatibility guarantee.

1. Render Textures

Feature Description

Render Textures is an additional scene-level Eevee render-texture system.

It lets a scene maintain up to 4 render texture slots. Each slot can point to a camera and an output type, rendering that camera view into a texture that can later be sampled by the Render Texture node in regular object materials.

Panel Entry

Scene Properties > Render Textures

Render Textures

Configurable Fields

Each Render Texture entry currently supports:

  • Name
  • Enabled
  • Source
  • Color: Capture the final Eevee color
  • Depth: Capture linear depth
  • Normal: Capture normals
  • Camera
  • Resolution X / Y
  • Update Mode
  • Every Sample
  • Every Frame
  • Manual
  • Format
  • RGBA16F
  • RGBA32F
  • R16F
  • R32F

Basic Workflow

  1. Open Scene Properties > Render Textures.
  2. Create a new Render Texture entry.
  3. Choose Source, Camera, resolution, update mode, and format.
  4. Add a Add > Texture > Render Texture node in a regular object material.
  5. Pick the matching Render Texture entry in the node panel.
  6. Use the node's Color / Alpha outputs in the rest of the material.

2. Filter Graph

Feature Description

Filter Graph is a scene-level Eevee full-screen filter execution graph. It replaces the legacy linear Filter Materials list with node connections. The scene selects its authoritative graph through Scene.eevee.filter_graph; image handles in that graph can feed multiple Filter Passes and publish results at different render stages.

Panel and Editor Entry

  • Create or assign the scene Filter Graph at Scene Properties > Filter Graph.
  • Switch any area to the Eevee Filter Graph editor to edit the graph assigned to the current scene.
  • A Filter Pass still uses a material in the Filter domain. Enter that material to edit its internal node tree in the Shader Editor.
Filter Graph in Scene Properties
Assigning the current scene's Eevee Filter Graph in Scene Properties

Filter Graph Nodes

  • Scene Color: exposes the current stage's Color Image, Depth Image, Normal Image, and Position Image handles.
  • AOV Input: reads a named View Layer AOV and exposes Color and Value image handles.
  • Filter Pass: executes one Filter domain material. Its input interface is synchronized from the material's Pass Input, and its output interface is synchronized from Filter Output.
  • Stage Output: publishes the connected image at the selected render stage. Each stage can have only one active Stage Output.
Eevee Filter Graph editor overview
A complete Scene Color, AOV Input, Filter Pass, and Stage Output connection

Inside a Filter Material

Creating a Filter Pass material builds this default chain:

Pass Input -> Image Sample -> Filter Output

Pass Input receives image handles from the Filter Graph, Image Sample samples them at the current or an offset pixel, and Filter Output returns results to the graph's Filter Pass. Dynamic interfaces can be maintained on Pass Input and Filter Output; one Filter Pass supports at most 32 inputs and 32 outputs.

Filter material nodes and viewport effect
A Pass Input, Image Sample, and Filter Output chain with its viewport result

Basic Workflow

  1. Create or assign a graph at Scene Properties > Filter Graph.
  2. Switch to the Eevee Filter Graph editor.
  3. Feed a Filter Pass from Scene Color or AOV Input.
  4. Create or assign a Filter material on the Filter Pass, then enter the material to build the actual filter logic.
  5. Connect the Filter Pass result to a Stage Output, choose its execution stage, and make sure that output is active.
  6. Choose Full, 1/2, 1/4, 1/8, or 1/16 execution resolution on each Filter Pass according to quality and performance needs.
Filter Pass execution resolution menu
Execution resolutions available on a Filter Pass

Execution Stages

  • Before Volume Fog
  • Before PostFX
  • Before Depth of Field
  • Before Composite
Filter Graph execution stage menu
The four execution stages available on Stage Output

If multiple Stage Output nodes target the same stage, only one can be active. Other stages can each maintain an independent active output chain.

Data-Blocks and Legacy Migration

  • Filter Graphs created from the scene panel and Filter materials created from a Filter Pass automatically receive a fake user. Temporarily unlinking them from a scene or node therefore does not immediately make them disappear on save.
  • When a file containing the 5.1 linear Filter Materials list is opened, its entries are migrated automatically into an equivalent Filter Graph, preserving their execution stages and list order in the generated connections.
  • Filter materials can still use Filter-domain nodes such as Filter Object Info, Filter Mask, and GLSL Function; route scene buffers and AOVs at graph level when possible.

3. Native Camera FX Outputs

Feature Description

Native Camera FX Outputs is a View Layer level Eevee native post-effect output system. It can extract a selected render channel, apply Eevee native Motion Blur and / or Depth of Field to that channel, and publish the result as a new render pass.

This is useful for generating camera-FX versions of outlines, AOVs, depth, normals, lighting components, and other channels for compositor, filter, or external post-production workflows.

Panel Entry

View Layer Properties > Passes > Native Camera FX Outputs

Native Camera FX Outputs panel
Applying motion blur and depth of field to a selected render pass

Configurable Fields

Each output entry supports:

  • Name: Name of the generated render pass
  • Enabled: Whether this output is generated
  • Source: Source channel to process
  • Shader AOV: AOV name used when Source is Shader AOV
  • Motion Blur: Apply Eevee native motion blur
  • Depth of Field: Apply Eevee native depth of field

Supported Sources

  • Depth
  • Normal
  • Position
  • Vector
  • Diffuse Light
  • Diffuse Color
  • Specular Light
  • Specular Color
  • Volume Light
  • Emission
  • Environment
  • Shadow
  • Ambient Occlusion
  • Transparent
  • Shader AOV
  • Outline

Basic Workflow

  1. Switch the render engine to Eevee.
  2. Open View Layer Properties > Passes > Native Camera FX Outputs.
  3. Add an output entry.
  4. Set Name and Source.
  5. Enable Motion Blur, Depth of Field, or both as needed.
  6. Read the generated render pass by name in the compositor or later pipeline stage.

Important Notes

  • Motion Blur still requires Eevee motion blur to be enabled for the scene / View Layer
  • Depth of Field still uses the active camera depth-of-field settings
  • Shader AOV sources must point to an existing AOV name on the View Layer
  • Invalid entries usually indicate a name conflict, a missing source AOV, or that the current output limit has been exceeded
  • The outline channel can be selected as the Outline source and exported with its own depth of field or motion blur

4. Eevee Outline

Feature Description

Eevee Outline is the scene-level master switch for the built-in screen-space outline system in the NPR Port.

Panel Entry

Render Properties > Outline

Outline render-pass entry:

View Layer Properties > Passes > Data > Outline

Behavior

  • Enabled by default so Outline Control nodes and the Outline render pass work normally
  • When disabled, Outline Control no longer affects the Combined result
  • When disabled, the Outline render pass also stops producing outline data
  • The toggle is meant as a quick way to return Eevee to the same look as a build without the outline system
  • If the Outline render pass is not enabled, outlines are composited into Combined
  • If the Outline render pass is enabled, outline data can be read as a separate pass in compositing or later processing
  • No outlines are generated unless a material actually writes outline parameters through Outline Control
  • Objects in Holdout collections no longer write Outline Control parameters and no longer contribute Freestyle / marked-edge outline seeds
  • Blended foreground materials participate in behind-outline occlusion: fully opaque foreground blocks behind outlines, fully transparent foreground leaves them unchanged
  • Semi-transparent Blended foreground attenuates behind-outline intensity by material transmittance without tinting the outline with the foreground material color
Eevee Outline toggle in Render Properties
The global Outline toggle in Render Properties
Outline render pass in View Layer Properties
The Outline render pass under View Layer Properties > Passes > Data