Constructs a new effect pass.
Optional camera: CameraThe main camera.
Rest ...effects: Effect[]The effects that will be rendered by this pass.
Protected cameraThe camera.
Protected effectsThe effects.
Use updateMaterial or recompile after changing the effects and consider calling dispose to free resources
of unused effects.
Indicates whether this pass is enabled.
The maximum time.
If the elapsed time exceeds this value, it will be reset.
A time offset.
Elapsed time will start at this value.
The name of this pass.
Only relevant for subclassing.
Indicates whether the EffectComposer should prepare a depth texture for this pass.
Set this to true if this pass relies on depth information from a preceding RenderPass.
Only relevant for subclassing.
Indicates whether the EffectComposer should swap the frame buffers after this pass has finished
rendering. Set this to false if this pass doesn't render to the output buffer or the screen. Otherwise, the
contents of the input buffer will be lost.
Protected rendererThe renderer.
Protected sceneThe scene to render.
Indicates whether dithering is enabled.
Indicates whether this pass encodes its output when rendering to screen.
Use fullscreenMaterial.encodeOutput instead.
The fullscreen material.
Sets the main camera.
Sets the main scene.
Indicates whether this pass should render to screen.
Sets the render to screen flag.
If this flag is changed, the fullscreen material will be updated as well.
Renders the effect.
The renderer.
A frame buffer that contains the result of the previous pass.
A frame buffer that serves as the output render target unless this pass renders to screen.
Optional deltaTime: numberThe time between the last frame and the current one in seconds.
Optional stencilTest: booleanIndicates whether a stencil mask is active.
Protected setSets the effects.
The effects.
Protected setProtected update
An effect pass.
Use this pass to combine Effect instances.