AdvancedReadonlyattachedThe scene outputs attached after the target colour; see RenderPassOptions#attachedOutputs
Bit for this pass: the built-in one it was given, or the one its name was assigned
ReadonlycameraCamera this pass draws from, or null to draw from the view's own camera
See RenderPassOptions#camera. While render runs, the GPU viewport is the camera's rect.
Optional ReadonlydescriptionHuman-readable explanation of what this pass contributes to the frame
OptionaldescriptorShader, state and topology this pass uses for every mesh, from RenderPassOptions#descriptor
ReadonlymaterialShader bits a material adds when it draws in this pass, so it writes the attached outputs
Each attached output's bits entry for this pass's name, in order. A material with a template of its own ignores them.
ReadonlynameThe pass's name; see RenderPassOptions#name
ReadonlyoutputThe output each fragment location of a material shader in this pass writes: color, then each attached output
ReadonlypipeThe view pipe of the renderer this pass was built for
Skips the frame when the view has no background
The current frame's render session
Whether the view has a background to draw
Releases the pass's shader, sky cube, bind groups and uniform buffer; the view's background texture stays alive
Runs before any pass draws or any render target is bound, once every pass's camera is current
Override it to upload GPU buffers early. The default does nothing.
The current frame's render session
Draws the sky with the view's current background
The current frame's render session
Declares colour and depth writes on its camera's target, or on the scene's
The builder recording this pass's resource accesses
Frees the gradient's uniform buffer on the GPU; the next frame drawing a hemisphere or colour uploads it again
Draws the view's View3D#background behind the scene: a cubemap, a Hemisphere sky/ground gradient, or a plain colour
The sky stays at infinity however the camera moves, and takes the view's View3D#exposure and View3D#toneMapping, so it matches materials that reflect the same environment. Fog in the same colour as a plain colour background blends into it exactly. Switching between a cubemap and a hemisphere or colour recompiles the pass's shader. The pass holds the old cubemap until a frame draws another background, which a
nullbackground never does; destroying the cubemap before then makes pixi warn.It paints colour over whatever its target holds, with no depth test, so add it before its camera's opaque draw. The default graph draws one for the view's camera; any other camera draws no sky unless you add a
BackgroundPasswith thatcamerafrom a Pass3D#build.