@pixi/3d
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    Interface MeshPassOptionsAdvanced

    Constructor options for MeshPass

    interface MeshPassOptions {
        camera?: Camera3D;
        description?: string;
        descriptor?: PassDescriptorOptions;
        enabled?: boolean;
        name: string;
        sort?: "key" | "distance";
        stage?: SceneStage;
    }

    Hierarchy (View Summary)

    Index
    camera?: Camera3D

    Camera 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.

    description?: string

    Human-readable explanation shown by graph tooling

    Shader, state and topology for meshes whose material doesn't override them for this pass

    A material's own passes[name] entry wins field by field; anything it leaves out falls back to this, then to the material's own state and topology.

    enabled?: boolean

    Whether the pass starts enabled; see Pass3D#enabled

    true
    
    view.passes = [new MeshPass({ name: 'wireframe', enabled: false })];
    
    name: string

    The name materials opt in with, through their passes option; RenderPassOptions#name says when two passes can share one

    sort?: "key" | "distance"

    Draw order; ForwardRenderPassOptions#sort has the choices

    'key'
    
    stage?: SceneStage

    Where 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'.