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
ReadonlyopaqueOpaque colour copy the materials refract, as given in BlendedRefractionPassOptions#opaqueColorHandle
ReadonlyopaqueOpaque depth copy the materials sample, as given in BlendedRefractionPassOptions#opaqueDepthHandle
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
Writes its camera's colour, declares its depth read-only, and samples both opaque copies
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 blended refractive materials, such as water, over copies of the opaque colour and depth
Draws the meshes in RenderPassBit.BLENDED_REFRACTION, back to front from the camera and re-sorted every frame. They test against the scene's depth.
A CopyOpaquePass and a CopyDepthPass on the same camera must run earlier in the graph. createDefaultGraph3D adds this pass and both copies for the view's camera.