ConstReadonlyBACKGROUND: numberThe sky drawn behind the scene
ReadonlyBLENDED_REFRACTION: numberBlended materials that refract, such as water, drawn over copies of the opaque colour and depth
Runs after RenderPassBit.TRANSMISSION and before RenderPassBit.TRANSPARENT.
ReadonlyNONE: 0No pass
A mesh with it draws nowhere. Give it to a custom pass that draws no meshes, such as a fullscreen effect, so it uses up no bit; any number of such passes can share a view.
ReadonlyOPAQUE: numberDrawn in the opaque pass, where a material goes by default
ReadonlySHADOW: numberCasts shadows; set from the mesh's castShadow
ReadonlyTRANSMISSION: numberGlass and other transmissive materials, drawn over a copy of the opaque picture
Runs after the opaque copy and before RenderPassBit.BLENDED_REFRACTION.
ReadonlyTRANSPARENT: numberDrawn in the transparent pass, back to front; set by a material alphaMode of 'blend'
The render passes a mesh can belong to, as bit flags
A mesh rarely needs these set by hand: its
castShadowputs it inSHADOW, and its material puts it inOPAQUE, inTRANSPARENTwhen itsalphaModeis'blend', or inTRANSMISSIONwhen it hastransmission. BatchedMesh3D slots are the exception, and take these through BatchedMesh3D#setPassesAt.A custom pass, such as an outline, gets its own bit, from bit 8 up, the first time anything uses its name: the pass itself, a material's
passesoption, BaseMaterial3D#enablePass or Mesh3D#enablePass. A page has room for 24 such names: a later name gets no bit, and its pass draws no meshes, with no warning. The built-in passes answer to their names too, sopasses: { shadow: ... }on a material overrides the shadow pass.