OptionallabelThe label of the ComputePass.
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.
OptionalautoWhether we should add this Mesh to our Scene to let it handle the rendering process automatically.
OptionalvisibleFlag indicating whether to draw this Mesh or not.
OptionalrenderControls the order in which this Mesh should be rendered by our Scene.
OptionaloutputOptional RenderTarget to render this Mesh to instead of the canvas context.
OptionaltargetsOptional targets properties.
OptionalrenderOptional RenderBundle into which this Mesh should be added.
OptionalrenderTexture name to use for the ShaderPass renderTexture. Default to 'renderTexture'.
OptionalcopyWhether the result of this ShaderPass should be copied to the renderTexture after each render. Default to false.
OptionalisWhether 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.
OptionalinputOptional input RenderTarget to assign to the ShaderPass. Used to automatically copy the content of the given RenderTarget texture into the ShaderPass renderTexture.
OptionalstorageOptions used to create the storage texture used in the compute shader.
OptionaltextureWorkgroup size of the compute shader to use. Divided internally by the storage texture [width, height]. Default to [16, 16].
OptionalshaderOptional Sampler to use in the ShaderPass to sample the result.
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.
OptionaltransparentWhether this RenderMaterial should be treated as transparent. Impacts the render pipeline blend property.
OptionaldepthWhether this RenderMaterial should write to the depth buffer.
OptionaldepthWhether this RenderMaterial should enable depth write.
OptionaldepthDepth function to use with this RenderMaterial.
OptionaldepthFormat of the depth texture to use with this RenderMateria.l
OptionaldepthA number representing a constant depth bias that is added to each fragment. Default to 0.
OptionaldepthA number representing the maximum depth bias of a fragment. Default to 0.
OptionaldepthA number representing a depth bias that scales with the fragment's slope. Default to 0.
OptionalstencilDefine the stencil operations to use if any.
Defines how stencil comparisons and operations are performed for front-facing primitives.
Optionalback?: GPUStencilFaceStateDefines how stencil comparisons and operations are performed for back-facing primitives. If undefined, will fall back to front values.
OptionalstencilReference?: numberSet the GPURenderPassEncoder stencil reference value used during stencil tests if any. Default to 0x000000 if a stencil is used.
OptionalstencilReadMask?: numberA bitmask controlling which stencil value bits are read when performing stencil comparison tests. Default to 0xFFFFFF.
OptionalstencilWriteMask?: numberA bitmask controlling which stencil value bits are written to when performing stencil comparison tests. Default to 0xFFFFFF.
OptionalsampleThe sampleCount of the RenderPass onto which we'll be drawing. Set internally.
OptionalalphaWhen true indicates that a fragment's alpha channel should be used to generate a sample
coverage mask. Default to false.
OptionalmaskMask determining which samples are written to. Default to 0xFFFFFFFF.
OptionalunclippedIf true, indicates that depth clipping is disabled.
Requires the depth-clip-control feature to be enabled. Default to false.
Define the parameters used to create a ComputeShaderPass.