@pixi/3d
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    Class CopyDepthPassAdvanced

    Copies a camera's opaque depth into a texture for refractive materials to sample

    Effects that read the depth beneath them, such as a water shoreline or refraction that fades with depth, draw over the opaque scene and so sample a copy of its depth. createDefaultGraph3D copies the view's camera into PassContext#opaqueDepth. For another camera, add one after the draws it copies and before the passes that sample it; passes on other targets can run in between.

    The graph skips the copy on frames where nothing samples it. BlendedRefractionPass does, but TransmissionRenderPass doesn't, so glass alone costs no depth copy.

    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

    opaqueDepthHandle: DepthHandle

    Depth texture the copy lands in, as given in CopyDepthPassOptions#opaqueDepthHandle

    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

    • Optional per-frame check; returning false skips the pass, prepare and render included

      The graph asks it before any pass draws, once the scene's transforms and the view's camera are up to date for the frame. Without one, the pass runs every frame.

      Parameters

      Returns boolean

      Whether the pass should run this frame

    • Releases the GPU resources this pass owns alone

      The graph calls it when the graph is destroyed. Override it to free the shaders, bind groups or render targets your pass created, leaving alone anything it only borrowed.

      Returns void

    • Runs before any pass draws or any render target is bound, once every pass's camera is current

      Override it to upload GPU buffers early. The default does nothing.

      Parameters

      Returns void