Optional
overrideMaterial: Material<MaterialEventMap>Readonly
isReadonly
passPreserve the opaqueTarget after rendering.
Readonly
renderrenamed to isExtendedRenderPass
A render target to render opaque objects to. Note that it is only used when renderManager.msaa is true
A render target to render transparent, transmissive objects to. Note that it is only used when renderManager.rgbm is true
This function gets called at the beginning of every frame where this pass would be enabled.
Optional
writeBuffer: null | WebGLRenderTarget<Texture<TextureEventMap> | Texture<TextureEventMap>[]>Optional
readBuffer: WebGLRenderTarget<Texture<TextureEventMap> | Texture<TextureEventMap>[]>Optional
deltaTime: numberOptional
maskActive: booleanSet the pass as dirty. This is implementation specific to the pass/plugin. It generally calls all onDirty and set the viewer dirty.
Unique id for the pass. Used to determine the order of passes in the pipeline.