Class FrameFadeBlendPass

Hierarchy

  • AddBlendTexturePass
    • FrameFadeBlendPass

Implements

Constructors

Properties

after: string[] = ...

Passes that should run before this pass

before: string[] = ...

Passes that should run after this pass

dirty: ValOrFunc<boolean> = ...

Checked by RenderManager to determine whether to render this frame. A frame is rendered if any pass is dirty. This can be set by the plugin/pass to indicate when to continue rendering. See ProgressivePlugin. This is different from setDirty which is implementation specific to the pass/plugin. It generally calls onDirty and set the viewer dirty.

enabled: boolean = true
fadeTime: number = 0
fadeTimeState: number = 0
isExtendedShaderPass: true
material: ShaderMaterial2
onDirty: () => void[] = []
overrideReadBuffer: null | { texture?: Texture } = null
passId: string

Unique id for the pass. Used to determine the order of passes in the pipeline.

required: string[] = ...

Passes that are required to be present in the pipeline to run this pass.

toSaveFrame: boolean = false
DEFAULT_TEX_ID: "tDiffuse" = 'tDiffuse'

Accessors

Methods