OptionalcameraCamera to draw from, instead of the view's own
Add it to the view's scene (view.root.addChild(camera)) so its transform stays current. Its
viewport places the image. Give it a renderTexture to draw into that texture instead, for a
material to show; a mesh that samples the texture while this camera draws it sees last frame's
picture. The pass draws only the meshes opted in by name, so glass seen from this camera needs
passes of its own, added from the build of a Pass3D listed after this one at the same
stage; RenderPassOptions#camera lists them.
OptionalcolorOutline colour
OptionaldescriptionHuman-readable explanation shown by graph tooling
OptionalenabledWhether the pass starts enabled; see Pass3D#enabled
OptionalsortDraw order; ForwardRenderPassOptions#sort has the choices
OptionalstageWhere in the default graph the pass draws
Left out, a pass whose camera has a render texture draws at 'beforeOpaque', so the texture
is complete before any material samples it; any other pass draws at 'afterOpaque'.
OptionalwidthHow far each vertex is pushed out along its normal, in the mesh's local units
A scaled mesh gets a scaled outline. Where a mesh splits its normals at a hard edge, as a cube does, the outline has gaps at those edges.
Constructor options for OutlinePass
Example