@pixi/3d
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    Class BlendedRefractionPassAdvanced

    Draws blended refractive materials, such as water, over copies of the opaque colour and depth

    Draws the meshes in RenderPassBit.BLENDED_REFRACTION, back to front from the camera and re-sorted every frame. They test against the scene's depth.

    A CopyOpaquePass and a CopyDepthPass on the same camera must run earlier in the graph. createDefaultGraph3D adds this pass and both copies for the view's camera.

    Hierarchy (View Summary)

    Index
    attachedOutputs: readonly SceneOutput[]

    The scene outputs attached after the target colour; see RenderPassOptions#attachedOutputs

    bit: number = 0

    Bit for this pass: the built-in one it was given, or the one its name was assigned

    camera: Camera3D | null

    Camera 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.

    description?: string

    Human-readable explanation of what this pass contributes to the frame

    descriptor?: PassDescriptor

    Shader, state and topology this pass uses for every mesh, from RenderPassOptions#descriptor

    materialBits: readonly ShaderBit[]

    Shader 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.

    name: string

    The pass's name; see RenderPassOptions#name

    opaqueColorHandle: ColorHandle

    Opaque colour copy the materials refract, as given in BlendedRefractionPassOptions#opaqueColorHandle

    opaqueDepthHandle: DepthHandle

    Opaque depth copy the materials sample, as given in BlendedRefractionPassOptions#opaqueDepthHandle

    outputLocations: readonly string[]

    The output each fragment location of a material shader in this pass writes: color, then each attached output

    pipe: View3DPipe

    The view pipe of the renderer this pass was built for

    • Skips the frame when no mesh in the view's scene belongs to this pass

      Membership decides, not visibility: a pass whose meshes are all hidden still runs and draws nothing.

      Parameters

      Returns boolean

      Whether the pass should run this frame

    • Builds and culls this pass's draws before any render target is bound, on WebGPU with cache: 'auto'

      Parameters

      Returns void

    • Writes its camera's colour, declares its depth read-only, and samples both opaque copies

      Parameters

      • b: PassBuilder

        The builder recording this pass's resource accesses

      Returns void

    • Gives back the GPU memory this pass recorded for its draws; the next render rebuilds it

      Returns void