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
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
OptionalconditionOptional 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.
The current frame's render session
Whether the pass should run this frame
Releases the pass's shader and bind groups, leaving the uniforms it was given to their owner
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.
The current frame's render session
Draws the effect for this frame, binding its groups in the order the effect template declares
Per-frame render session supplying the resolved textures.
Declares the pass's reads and its write
When it draws to the view's target, it declares that target's depth too, as PassBuilder#writeColor requires.
Builder collecting the pass's resource dependencies.
One fullscreen draw of an
effect(uv)fragment, reading graph handles and writing oneThe building block of every post effect. A single-shader PostEffect adds one for you; a multi-pass effect adds several from its
build, and a custom graph can add them directly. The graph binds its inputs each frame and the pass supplies the helpers EffectFragment lists, so the fragment only has to defineeffect(uv).Example