@pixi/3d
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    Type Alias PassStage

    PassStage: SceneStage | EffectStage

    Where in the default graph a Pass3D contributes its passes

    The first three are scene stages (SceneStage), where a pass usually draws meshes into the scene's colour and depth. The last two are the post chain (EffectStage), where full-screen effects each read the image the one before wrote.

    • 'beforeOpaque': before the view clears its depth and draws the scene, so a pass here can fill a texture the scene then samples: a security-camera feed, a mirror, a portal.
    • 'afterOpaque': straight after the opaque draw, so glass refracts what the pass draws and transparent surfaces draw over it. Suits outlines and decals. A pass whose camera has a render texture draws into that texture instead, so glass doesn't refract it.
    • 'afterTransparent': after every scene draw, before the post chain. Overlays, gizmos, debug wireframes.
    • 'beforeToneMapping': post effects that read the scene as light, in a float texture, before the view's tone curve, so brightness above 1 is still there: bloom, depth of field, motion blur, ambient occlusion. A PostEffect runs here unless it says otherwise.
    • 'afterToneMapping': post effects that read the picture as it will show, after the curve, such as antialiasing that finds edges by their brightness on screen, a tint, or a viewer that shows data as colours.
    view.passes = [new MeshPass({ name: 'gizmo', stage: 'afterTransparent' })];