@pixi/3d
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    Class TransmissionRenderPassAdvanced

    Draws transmissive (glass) materials over a copy of the opaque picture behind them

    Draws the meshes whose material sets Material3DOptions#transmission. Each fragment refracts the opaque colour copy, rough glass through the copy's blurred mip levels, so a CopyOpaquePass on the same camera must run earlier in the graph. createDefaultGraph3D adds this pass and its copy for the view's camera.

    The copy is taken before any glass draws, so glass behind glass doesn't show through it. Glass writes depth by default, so it hides particles and anything else drawn behind it later. A frame with no glass in the scene skips the copy, unless something else samples it.

    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 glass refracts, as given in TransmissionRenderPassOptions#opaqueColorHandle

    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 and depth, and samples the opaque colour copy

      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