Optionaltarget: ValOrFunc<WebGLRenderTarget<Texture<TextureEventMap>> | undefined>Protected_Passes that should run after this pass
ReadonlybilateralReadonlyisReadonlymaterialReadonlypassUnique 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.
OptionaltargetStatic ReadonlyDEFAULT_renamed to isExtendedShaderPass
This function gets called at the beginning of every frame where this pass would be enabled.
Passes that should run before this pass