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
renderTexture name to use for the ShaderPass renderTexture. Default to 'renderTexture'
.
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
depthA number representing a constant depth bias that is added to each fragment. Default to 0
.
Optional
depthA number representing the maximum depth bias of a fragment. Default to 0
.
Optional
depthA number representing a depth bias that scales with the fragment's slope. Default to 0
.
Optional
stencilDefine the stencil operations to use if any.
Defines how stencil comparisons and operations are performed for front-facing primitives.
Optional
back?: GPUStencilFaceStateDefines how stencil comparisons and operations are performed for back-facing primitives. If undefined, will fall back to front
values.
Optional
stencilReference?: numberSet the GPURenderPassEncoder stencil reference value used during stencil tests if any. Default to 0x000000
if a stencil is used.
Optional
stencilReadMask?: numberA bitmask controlling which stencil value bits are read when performing stencil comparison tests. Default to 0xFFFFFF
.
Optional
stencilWriteMask?: numberA bitmask controlling which stencil value bits are written to when performing stencil comparison tests. Default to 0xFFFFFF
.
Optional
sampleThe sampleCount of the RenderPass onto which we'll be drawing. Set internally.
Optional
alphaWhen true
indicates that a fragment's alpha channel should be used to generate a sample
coverage mask. Default to false
.
Optional
maskMask determining which samples are written to. Default to 0xFFFFFFFF
.
Optional
cullCull mode to use with this RenderMaterial.
Optional
unclippedIf true
, indicates that depth clipping is disabled.
Requires the depth-clip-control feature to be enabled. Default to false
.
Options used to create this ShaderPass.