Passes that should run before this pass
Force clip background. If this is true clipBackground is overridden.
This happens when scene.background and scene.backgroundColor are both null.
This is set in ViewerRenderManager.render.
ReadonlyisOutput Color Space Note: this is ignored when renderToScreen is false (it will take the color space of the render target)
ReadonlypassUnique id for the pass. Used to determine the order of passes in the pipeline.
Passes that are required to be present in the pipeline to run this pass.
Static ReadonlyDEFAULT_renamed to isExtendedShaderPass
This function gets called at the beginning of every frame where this pass would be enabled.
This function gets called at the end of every frame where this pass would be enabled.
OptionalwriteBuffer: null | WebGLRenderTarget<Texture<TextureEventMap>>OptionalreadBuffer: WebGLRenderTarget<Texture<TextureEventMap>>OptionaldeltaTime: numberOptionalmaskActive: booleanOptionalwriteBuffer: null | WebGLRenderTarget<Texture<TextureEventMap>>OptionaldeltaTime: numberOptionalmaskActive: booleanSet the pass as dirty. This is implementation specific to the pass/plugin. It generally calls all onDirty and set the viewer dirty.
to be called from beforeRender or onObjectRender or similar.
Optionalupdater: IShaderPropertiesUpdater | (undefined | IShaderPropertiesUpdater)[]
Screen Pass
This pass renders the final scene to the screen. It can be extended by Screen Pass Extensions to apply post-processing effects, such as tonemapping, color grading, etc.
It is used by default in ViewerRenderManager to render the final scene. A custom material/shader can be passed to the constructor to use a custom base fragment shader.