Interface ChromaticAberrationPostProcessTask
aberrationAmount: number;
alphaMode: PostProcessAlphaMode;
centerPosition: PostProcessVec2;
clear: boolean;
direction: PostProcessVec2;
engine: EngineContext;
executionEnabled?: boolean;
name: string;
outputTexture: RenderTarget;
radialIntensity: number;
scene?: SceneContext;
sourceSamplingMode: PostProcessSamplingMode;
sourceTexture: RenderTarget;
targetTexture: RenderTarget | null;
viewport: NormalizedViewport | null;
dispose(): void;
execute?(): number;
record(): void;
updateUniforms(): void;
}
Hierarchy (View Summary)
- PostProcessTask
- ChromaticAberrationPostProcessTask
Properties
aberration Amount
alpha Mode
center Position
clear
Clear the target before drawing. Set false when several viewport passes share a target.
direction
Readonlyengine
Engine captured at task creation.
Optionalexecution Enabled
Runtime frame-graph execution gate, default true. When false, the frame graph keeps the task recorded
and its resources alive but skips every pass or built-in execute() call for that frame. This is
independent from any task-specific enabled state whose disabled transition may still execute work.
Readonlyname
output Texture
radial Intensity
Optional Readonlyscene
Owning scene for scene-bound tasks. Undefined for scene-less standalone frame graphs.
source Sampling Mode
source Texture
target Texture
viewport
Methods
dispose
-
Free all GPU resources owned by this task.
Returns void
Optionalexecute
-
Optional fast path for built-in tasks that execute without recorded Pass objects.
Returns number
record
-
Called once when the frame graph is built. Must complete synchronously.
Returns void
update Uniforms
-
Recompute and upload the pass's uniform buffer from current settings. Call after mutating effect parameters.
Returns void
A post-process task that offsets the red/green/blue channels to simulate lens chromatic aberration.