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 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.
The current frame's render session
Whether the pass should run this frame
Releases what this pass recorded for its draws
Builds and culls this pass's draws before any render target is bound, on WebGPU with cache: 'auto'
The current frame's render session
Draws this pass's meshes from its camera
The current frame's render session
Declares writes of its camera's target colour, attached outputs and depth; a subclass that also samples a texture, such as an opaque copy, overrides it
The builder recording this pass's resource accesses
Gives back the GPU memory this pass recorded for its draws; the next render rebuilds it
Draws the scene meshes in one pass membership from one camera
The default graph's opaque, transparent and glass passes are forward passes, and a MeshPass builds one. It draws every mesh whose material belongs to its
name, a built-in membership such as'opaque'or a name materials join through theirpassesoption.Construct one in a Pass3D#build to draw a membership again from another camera, as PortalPass does for
'opaque'and'transparent'. It writes colour and depth on its camera's target, or the scene's when it has no camera.