The 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.
Compute 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.
Options used to create the storage texture used in the compute shader.
Workgroup size of the compute shader to use. Divided internally by the storage texture [width, height]. Default to [16, 16].
Optional Sampler to use in the ShaderPass to sample the result.
Define the ComputeShaderPass options