Interface TaaPostProcessTask
alphaMode?: PostProcessAlphaMode;
clear?: boolean;
disableOnCameraMove: boolean;
engine: EngineContext;
executionEnabled?: boolean;
factor: number;
name: string;
outputTexture: RenderTarget;
samples: number;
scene?: SceneContext;
sourceSamplingMode?: PostProcessSamplingMode;
sourceTexture: RenderTarget;
targetTexture: RenderTarget | null;
viewport?: NormalizedViewport | null;
dispose(): void;
execute?(): number;
record(): void;
updateUniforms(): void;
}
Hierarchy (View Summary)
- Task
- PostProcessTaskSettings
- TaaPostProcessTask
Properties
Optionalalpha Mode
Optionalclear
Clear the target before drawing. Set false when several viewport passes share a target.
disable On Camera Move
Reset to the current frame whenever the camera moves.
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.
factor
Blend weight of the current frame (smaller = smoother / slower convergence).
Readonlyname
output Texture
Readonlysamples
Number of Halton jitter samples.
Optional Readonlyscene
Owning scene for scene-bound tasks. Undefined for scene-less standalone frame graphs.
Optionalsource Sampling Mode
source Texture
target Texture
Optionalviewport
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 blend pass uniforms from current settings.
Returns void
A Temporal Anti-Aliasing post-process task: accumulates jittered frames into an anti-aliased image. Inject at the end of a frame-graph chain.