Interface IMeshBlendingPostProcessOptions
allowEmptySourceTexture?: boolean;
attributeNames?: string[];
baseColorTexture?: BaseTexture;
blockCompilation?: boolean;
camera?: Nullable<Camera>;
debugMode?: MeshBlendDebugMode;
defines?: Nullable<string | string[]>;
depthTexture: BaseTexture;
depthType?: MeshBlendDepthType;
effectWrapper?: ThinMeshBlendingPostProcess;
engine?: AbstractEngine;
extraInitializations?: (useWebGPU: boolean, list: Promise<any>[]) => void;
extraInitializationsAsync?: () => Promise<void>;
fragmentShader?: string;
height?: number;
indexParameters?: any;
meshBlendTagTexture: BaseTexture;
name?: string;
onCompiled?: Nullable<(effect: Effect) => void>;
onError?: (effect: Effect, errors: string) => void;
quality?: MeshBlendQuality;
radiusClasses?: readonly [
IMeshBlendRadiusDefinition,
IMeshBlendRadiusDefinition,
IMeshBlendRadiusDefinition,
IMeshBlendRadiusDefinition,
];
reusable?: boolean;
samplerNames?: string[];
samplers?: Nullable<string[]>;
samplingMode?: number;
shaderLanguage?: ShaderLanguage;
size?: number | { height: number; width: number };
slopeFactor?: number;
textureFormat?: number;
textureType?: number;
uniformBuffers?: Nullable<string[]>;
uniformNames?: string[];
uniforms?: Nullable<string[]>;
useAsPostProcess?: boolean;
useShaderStore?: boolean;
vertexShader?: string;
vertexUrl?: string;
width?: number;
}
Hierarchy (View Summary)
- PostProcessOptions
- IMeshBlendConfiguration
- IMeshBlendingPostProcessOptions
Index
Properties
Properties
Optionalallow Empty Source Texture
Sets this property to true if the fragment shader doesn't use a textureSampler texture (default: false).
Optionalattribute Names
Attributes to use in the shader (default: ["position"])
Optionalbase Color Texture
Optional linear base-color/albedo geometry texture aligned with SceneColor.
When omitted, shadow estimation is compiled out.
Optionalblock Compilation
If the shader should not be compiled immediately. (default: false)
Optionalcamera
The camera that the post process will be attached to (default: null)
Optionaldebug Mode
Debug visualization to compile into the shader. Off renders the final blended result.
Optionaldefines
Defines to use in the shader
depth Texture
The view-depth or screen-depth texture aligned with the packed tag texture.
Optionaldepth Type
Representation stored in the depth texture.
Optionaleffect Wrapper
Optional caller-owned thin mesh-blending effect wrapper. A wrapper can be attached to only one classic post process at a time.
Optionalengine
Engine to use to create the effect
Optionalextra Initializations
Defines additional code to call to prepare the shader code
Optionalextra Initializations Async
Additional async code to run before preparing the effect
Optionalfragment Shader
Fragment shader for the effect
Optionalheight
The height of the texture created for this post process. This parameter (and width) is only used when passing a value for the 5th parameter (options) to the PostProcess constructor function. If you use a PostProcessOptions for the 3rd parameter of the constructor, size is used instead of width and height.
Optionalindex Parameters
mesh Blend Tag Texture
The packed R8UI mesh-blending tag texture.
Optionalname
The friendly name of the effect (default: "effectWrapper")
Optionalon Compiled
Callback when effect is compiled
Optionalon Error
Callback when there is an error compiling the effect
Optionalquality
Compile-time quality variant.
Optionalradius Classes
IMeshBlendRadiusDefinition,
IMeshBlendRadiusDefinition,
IMeshBlendRadiusDefinition,
IMeshBlendRadiusDefinition,
]
Radius definitions indexed by packed radius class. Exactly four definitions are required.
Optionalreusable
If the post process can be reused on the same frame. (default: false)
Optionalsampler Names
Texture sampler names to use in the shader
Optionalsamplers
Alias for samplerNames. Note that if it is provided, it takes precedence over samplerNames.
Optionalsampling Mode
The sampling mode to be used by the shader (default: Constants.TEXTURE_NEAREST_SAMPLINGMODE)
Optionalshader Language
The language the shader is written in (default: GLSL)
Optionalsize
The size of the post process texture. It is either a ratio to downscale or upscale the texture create for this post process, or an object containing width and height values. Default: 1
Optionalslope Factor
Contact-slope narrowing factor. A value of 1 disables narrowing.
Optionaltexture Format
Format of the texture created for this post process (default: TEXTUREFORMAT_RGBA)
Optionaltexture Type
Type of the texture created for this post process (default: Constants.TEXTURETYPE_UNSIGNED_BYTE)
Optionaluniform Buffers
The list of uniform buffers used in the shader (if any)
Optionaluniform Names
Uniforms to use in the shader
Optionaluniforms
Alias for uniformNames. Note that if it is provided, it takes precedence over uniformNames.
Optionaluse As Post Process
If the effect should be used as a post process (default: false). If true, the effect will be created with a "scale" uniform and a "textureSampler" sampler
Optionaluse Shader Store
Use the shader store instead of direct source code
Optionalvertex Shader
Vertex shader for the effect (default: "postprocess")
Optionalvertex Url
Alias for vertexShader
Optionalwidth
The width of the texture created for this post process. This parameter (and height) is only used when passing a value for the 5th parameter (options) to the PostProcess constructor function. If you use a PostProcessOptions for the 3rd parameter of the constructor, size is used instead of width and height.
Options used to create a mesh-blending post process.