OptionallabelThe label of the ComputePass.
OptionalrenderControls the order in which this ComputePass should be rendered by our Scene.
OptionalautoWhether the ComputePass should be added to our Scene to let it handle the rendering process automatically.
OptionalactiveFlag indicating whether this ComputePass should run or not, much like the Mesh visible flag. Default to true.
OptionalshadersCompute shader passed to the ComputePass following the shader object notation.
Optionalusewhether the compute pipeline should be compiled asynchronously.
OptionaltexturesParameters used by this ComputePass to create a MediaTexture.
OptionaldispatchDefault ComputeMaterial work group dispatch size to use with this ComputePass.
OptionaluniformsUniforms input to pass to a BindGroup.
OptionalstoragesRead only or read/write storages input to pass to a BindGroup.
OptionalbindingsOptionalbindArray of already created bind groups to be used by this Material.
OptionalsamplersOptionaltexturesArray of already created Texture or MediaTexture to be used by this Material.
An object defining all possible ComputePass class instancing parameters.