AdvancedReturns, each frame, the colour of the target the view draws into: usually session.defaultTarget.colorTexture
Returns, each frame, the depth of the target the view draws into: usually
session.defaultTarget.depthStencilTexture!
The view's global texture bindings: pass on DefaultGraph3DOptions#globalTextureBindings
OptionalsceneA texture for the scene to draw into, sized at RenderGraph#resolution
A pass must then draw it onto RenderGraph#defaultColor, as an OutputPass does.
Leave it and sceneDepth out to draw the scene straight into the view's target.
OptionalsceneDepth for RenderGraphOptions#sceneColor; give both or neither, with the same size and antialias
OptionalsceneScene outputs the scene passes write beside the scene colour, at its size; passes reach them
with RenderGraph#getSceneOutput. Needs sceneColor, or the constructor throws. With a
multisampled scene colour, each output's format must be one the GPU can average: not an integer
format, a 32-bit float one, or rgba8unorm on WebGL. Fixed for the graph's lifetime.
Options for a RenderGraph