@pixi/3d
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    Class TintEffect

    Multiplies the frame by a flat colour

    By default it tints the finished picture, after the tone curve, as Container.tint does in 2D. With stage: 'beforeToneMapping' it tints the scene's light instead.

    view.passes = [new TintEffect({ tint: 0xff8888 })];
    

    Hierarchy (View Summary)

    Index
    enabled: boolean

    Whether this pass runs

    Flipping it rebuilds the view's render graph on the next render, which suits a settings toggle but not a change every frame; animate an effect's own properties instead. It can also recompile the view's materials; View3D#passes says when.

    const wireframe = new MeshPass({ name: 'wireframe' });
    view.passes = [wireframe];
    wireframe.enabled = false;
    inputMips: boolean = false

    Whether the effect's input has mips, for an effect that reads coarse levels with sampleColorLod, such as a blur

    Costs a mip generation every frame and about a third more memory for the input, so leave it false unless the effect samples levels above 0.

    requiredOutputs?: readonly SceneOutput[]

    Extra outputs the view's scene draw writes beside its colour while this pass is enabled

    Each costs the scene draw a texture and the shader work to fill it, and any output makes the view draw its scene into a texture first, as a post effect does. Reach an output's texture with RenderGraph#getSceneOutput, to read it or draw into it.

    const objectIdOutput: SceneOutput = { name: 'objectId', format: 'r32uint' };

    class MyPickingPass extends Pass3D {
    public readonly stage = 'afterTransparent';
    public readonly requiredOutputs = [objectIdOutput];
    public build(): void {}
    }

    The stage the effect runs at, set by the stage option

    defaultOptions: TintEffectOptions = ...

    Defaults for every new TintEffect; an option passed as undefined keeps its default

    TintEffect.defaultOptions.tint = 0xffd9b3;
    
    • get tint(): number

      Colour the frame is multiplied by

      Takes any ColorSource and reads back as a hex number.

      Returns number

      const effect = new TintEffect();
      effect.tint = 'red';
      const hex = effect.tint; // 0xff0000
    • set tint(value: ColorSource): void

      Sets the colour the frame is multiplied by

      Parameters

      Returns void

    • Advanced

      Adds this effect's passes to the graph

      The default adds one FullscreenPass that draws fragment, binding the scene depth only when the fragment calls sampleDepth, viewPos or depthTexel by name. On an antialiased canvas, reading the depth costs a copy of it each frame, shared by every effect that reads it. Override it for a multi-pass effect, as the class docs show; Pass3D#build says when handles become textures.

      Parameters

      • graph: RenderGraph

        Render graph being built; add passes and transients to it.

      • io: EffectIO

        This effect's input and output, plus the renderer and opaque copies

      Returns void

    • Releases GPU resources the pass made outside the graph; the base class has none

      The view never calls it, not on replacing view.passes nor on its own destroy, since a pass can be shared. Call it yourself once the pass is retired. Override it only for resources of your own: the render passes added in build go with the view's graph, and a plain UniformGroup needs no release.

      Returns void

      view.passes = [];
      wireframe.destroy();