AdvancedOptionalblendBlend mode for drawing over what the target already holds, such as adding a bloom level onto the one below it
Left out, the pass overwrites the target. Ignored when writes is null.
OptionalextraShader bits whose fragment end code runs after effect(uv), in order
They read the result as fxColor and change its RGB in finalColor; the pass keeps
fxColor's alpha.
Shader body defining effect(uv); EffectFragment lists what it can call
passthroughFragment copies the colour input unchanged.
OptionallabelDebug name for the pass; other fullscreen passes can share it
OptionalreadsGraph resources the fragment samples
Each read given adds its helpers to the shader, so a fragment that calls a helper without its read fails to compile.
Optionalcolor?: ColorHandleColour input, read with sampleColor, sampleColorLod and inputTexel
Optionalcolor2?: ColorHandleSecond colour input, read with sampleColor2
Optionaldepth?: DepthHandleScene depth, read with sampleDepth, viewPos and depthTexel
Renderer to build for; inside a build, the renderer on its context
OptionaluniformsUniforms the fragment declares; EffectFragment gives their names in the shader
Passes that share one fragment object must declare the same uniform names and types, though their values can differ.
Where the pass draws: a graph handle, or null for the view's rect on screen, blended
premultiplied over the 2D content beneath
A handle to an imported RenderTexture works too, and the image lands upright in it on both
backends.
Constructor options for FullscreenPass