API

Class GaussianSplattingDebugMaterialPlugin

Debug plugin for GaussianSplattingMaterial. Provides runtime controls for clipping, opacity/size culling, opacity scaling, opacity saturation, and per-SH-order toggling. All features are gated behind the GS_DBG_ENABLED shader define — when every option is at its default value the define is absent and the shader compiles to identical code as without the plugin.

In compound mode (partCount > 0), per-part overrides can be set via setPartOptions(). Global settings act as defaults; per-part settings override them for that part index.

Hierarchy (View Summary)

Index
doNotSerialize: boolean = false

Specifies if the material plugin should be serialized, true to skip serialization

markAllDefinesAsDirty: () => void

Helper function to mark defines as being dirty.

name: string

Defines the name of the plugin

priority: number = 500

Defines the priority of the plugin. Lower numbers run first.

registerForExtraEvents: boolean = false

Indicates that this plugin should be notified for the extra events (HasRenderTargetTextures / FillRenderTargetTextures / HardBindForSubMesh)

resolveIncludes: boolean = false

Indicates that any #include directive in the plugin code must be replaced by the corresponding code.

  • Declares the non-compound scalar debug uniform names as external so the Effect can resolve their locations. WGSL uniforms are declared inline in getCustomCode() injections.

    Returns {
        externalUniforms?: string[];
        fragment?: string;
        ubo?: { arraySize?: number; name: string; size?: number; type?: string }[];
        vertex?: string;
    }

    uniform descriptor with externalUniforms list