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 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.
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 this pass's contribution to the frame, once the graph has bound its target
The default does nothing.
The current frame's render session
Declares what resources this pass reads, writes, and samples
The graph calls it once, when the pass is added. The graph only runs a pass whose output the frame needs, so a pass that keeps this default, which declares nothing, never runs.
The builder recording this pass's resource accesses
Base class for all render passes in the pipeline
Each view runs its passes in order through its RenderGraph. A pass goes through these steps:
setup(builder)runs once, when the pass is added to the graph, and declares what the pass reads and writes.condition(session), if the pass has one, can skip the pass for a frame.prepare(session)runs before any render target is bound.render(session)runs once the graph has bound the pass's target. A pass that declares onlyproduce,sampleorreadaccesses gets no target bound and does its own GPU work.Pis the pipe type. Leave it asView3DPipeto run on both backends.