Parameters used to create a ShaderPass.

interface ShaderPassParams {
    autoRender?: boolean;
    visible?: boolean;
    renderOrder?: number;
    outputTarget?: RenderTarget;
    additionalOutputTargets?: RenderTarget[];
    useCustomScenePassEntry?: RenderPassEntry;
    texturesOptions?: SceneObjectTextureOptions;
    targets?: Partial<GPUColorTargetState>[];
    renderBundle?: RenderBundle;
    renderTextureName?: string;
    copyOutputToRenderTexture?: boolean;
    isPrePass?: boolean;
    inputTarget?: RenderTarget;
    uniforms?: ReadOnlyInputBindings;
    storages?: ReadWriteInputBindings;
    bindings?: BindGroupBindingElement[];
    label?: string;
    shaders?: MaterialShaders;
    useAsyncPipeline?: boolean;
    bindGroups?: BindGroup[];
    samplers?: Sampler[];
    textures?: MaterialTexture[];
    useProjection?: boolean;
    transparent?: boolean;
    depth?: boolean;
    depthWriteEnabled?: boolean;
    depthCompare?: GPUCompareFunction;
    depthFormat?: GPUTextureFormat;
    depthBias?: number;
    depthBiasClamp?: number;
    depthBiasSlopeScale?: number;
    stencil?: {
        front: GPUStencilFaceState;
        back?: GPUStencilFaceState;
        stencilReference?: number;
        stencilReadMask?: number;
        stencilWriteMask?: number;
    };
    sampleCount?: number;
    alphaToCoverageEnabled?: boolean;
    mask?: number;
    cullMode?: GPUCullMode;
    unclippedDepth?: boolean;
}

Hierarchy (View Summary)

Properties

autoRender?: boolean

Whether we should add this Mesh to our Scene to let it handle the rendering process automatically.

visible?: boolean

Flag indicating whether to draw this Mesh or not.

renderOrder?: number

Controls the order in which this Mesh should be rendered by our Scene.

outputTarget?: RenderTarget

Optional RenderTarget to render this Mesh to instead of the canvas context.

additionalOutputTargets?: RenderTarget[]

Additional 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.

useCustomScenePassEntry?: RenderPassEntry

Whether to render this Mesh into a custom Scene custom screen pass entry instead of the default one.

texturesOptions?: SceneObjectTextureOptions

Parameters used by this Mesh to create a MediaTexture.

targets?: Partial<GPUColorTargetState>[]

Optional ().targets | targets properties.

renderBundle?: RenderBundle

Optional RenderBundle into which this Mesh should be added.

renderTextureName?: string

Texture name to use for the ShaderPass renderTexture. Default to 'renderTexture'.

copyOutputToRenderTexture?: boolean

Whether the result of this ShaderPass should be copied to the renderTexture after each render. Default to false.

isPrePass?: boolean

Whether 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.

inputTarget?: RenderTarget

Optional input RenderTarget to assign to the ShaderPass. Used to automatically copy the content of the given RenderTarget texture into the ShaderPass renderTexture.

Uniforms input to pass to a BindGroup.

Read only or read/write storages input to pass to a BindGroup.

Array of already created bindings (buffers, texture, etc.) to pass to this BindGroup.

label?: string

The label of the Material, sent to various GPU objects for debugging purpose.

shaders?: MaterialShaders

Shaders to use with this Material.

useAsyncPipeline?: boolean

Whether to compile the Material GPURenderPipeline or GPUComputePipeline asynchronously or not.

bindGroups?: BindGroup[]

Array of already created bind groups to be used by this Material.

samplers?: Sampler[]

Array of already created samplers to be used by this Material.

textures?: MaterialTexture[]

Array of already created Texture or MediaTexture to be used by this Material.

useProjection?: boolean

Whether this RenderMaterial should implicitly use the renderer camera and lights bind group.

transparent?: boolean

Whether this RenderMaterial should be treated as transparent. Impacts the render pipeline blend property.

depth?: boolean

Whether this RenderMaterial should write to the depth buffer.

depthWriteEnabled?: boolean

Whether this RenderMaterial should enable depth write.

depthCompare?: GPUCompareFunction

Depth function to use with this RenderMaterial.

depthFormat?: GPUTextureFormat

Format of the depth texture to use with this RenderMateria.l

depthBias?: number

A number representing a constant depth bias that is added to each fragment. Default to 0.

depthBiasClamp?: number

A number representing the maximum depth bias of a fragment. Default to 0.

depthBiasSlopeScale?: number

A number representing a depth bias that scales with the fragment's slope. Default to 0.

stencil?: {
    front: GPUStencilFaceState;
    back?: GPUStencilFaceState;
    stencilReference?: number;
    stencilReadMask?: number;
    stencilWriteMask?: number;
}

Define the stencil operations to use if any.

Type declaration

  • front: GPUStencilFaceState

    Defines how stencil comparisons and operations are performed for front-facing primitives.

  • Optionalback?: GPUStencilFaceState

    Defines how stencil comparisons and operations are performed for back-facing primitives. If undefined, will fall back to front values.

  • OptionalstencilReference?: number

    Set the GPURenderPassEncoder stencil reference value used during stencil tests if any. Default to 0x000000 if a stencil is used.

  • OptionalstencilReadMask?: number

    A bitmask controlling which stencil value bits are read when performing stencil comparison tests. Default to 0xFFFFFF.

  • OptionalstencilWriteMask?: number

    A bitmask controlling which stencil value bits are written to when performing stencil comparison tests. Default to 0xFFFFFF.

sampleCount?: number

The sampleCount of the RenderPass onto which we'll be drawing. Set internally.

alphaToCoverageEnabled?: boolean

When true indicates that a fragment's alpha channel should be used to generate a sample coverage mask. Default to false.

mask?: number

Mask determining which samples are written to. Default to 0xFFFFFFFF.

cullMode?: GPUCullMode

Cull mode to use with this RenderMaterial.

unclippedDepth?: boolean

If true, indicates that depth clipping is disabled. Requires the depth-clip-control feature to be enabled. Default to false.