Optional
autoWhether we should add this Mesh to our Scene to let it handle the rendering process automatically.
Optional
outputOptional RenderTarget to render this Mesh to instead of the canvas context.
Optional
additionalAdditional output RenderTarget onto which render this Mesh, besides the main outputTarget or screen. Useful for some effects that might need to render the same Mesh twice or more. Beware tho that the Mesh pipeline has to exactly fit the provided RenderTarget render passes descriptors as no checks will be performed here.
Optional
useWhether to render this Mesh into a custom Scene custom screen pass entry instead of the default one.
Optional
texturesParameters used by this Mesh to create a MediaTexture.
Optional
targetsOptional ().targets | targets properties.
Optional
renderOptional RenderBundle into which this Mesh should be added.
Optional
labelThe label of this Mesh, sent to various GPU objects for debugging purpose.
Optional
copyWhether the result of this ShaderPass should be copied to the renderTexture after each render. Default to false.
Optional
isWhether this ShaderPass should be rendered to the main buffer using the renderer renderPass before drawing the other objects to the main buffer. Useful for "blit" passes using the content of an inputTarget.
Optional
uniformsUniforms input to pass to a BindGroup.
Optional
storagesRead only or read/write storages input to pass to a BindGroup.
Optional
bindingsOptional
shadersShaders to use with this Material.
Optional
useWhether to compile the Material GPURenderPipeline or GPUComputePipeline asynchronously or not.
Optional
bindArray of already created bind groups to be used by this Material.
Optional
samplersOptional
texturesArray of already created Texture or MediaTexture to be used by this Material.
Optional
useWhether this RenderMaterial should implicitly use the renderer camera and lights bind group.
Optional
transparentWhether this RenderMaterial should be treated as transparent. Impacts the render pipeline blend property.
Optional
depthWhether this RenderMaterial should write to the depth buffer.
Optional
depthWhether this RenderMaterial should enable depth write.
Optional
depthDepth function to use with this RenderMaterial.
Optional
depthFormat of the depth texture to use with this RenderMateria.l
Optional
cullCull mode to use with this RenderMaterial.
Optional
sampleThe sampleCount of the RenderPass onto which we'll be drawing. Set internally.
Options used to create this ShaderPass.