Constructs a new god rays effect.
Optional camera: CameraThe main camera.
Optional lightSource: Mesh<BufferGeometry<NormalBufferAttributes, BufferGeometryEventMap>, Material | Material[], Object3DEventMap> | Points<BufferGeometry<NormalBufferAttributes, BufferGeometryEventMap>, Material | Material[], Object3DEventMap>The light source. Must not write depth and has to be flagged as transparent.
Optional options: { The options.
Optional blendThe blend function of this effect.
Optional blur?: booleanWhether the god rays should be blurred to reduce artifacts.
Optional clampAn upper bound for the saturation of the overall effect.
Optional decay?: numberAn illumination decay factor.
Optional density?: numberThe density of the light rays.
Optional exposure?: numberA constant attenuation coefficient.
Optional height?: numberDeprecated. Use resolutionY instead.
Optional kernelThe blur kernel size. Has no effect if blur is disabled.
Optional resolutionThe resolution scale.
Optional resolutionX?: numberThe horizontal resolution.
Optional resolutionY?: numberThe vertical resolution.
Optional samples?: numberThe number of samples per pixel.
Optional weight?: numberA light ray weight factor.
Optional width?: numberDeprecated. Use resolutionX instead.
Readonly blendThe blend mode of this effect.
A blur pass that reduces aliasing artifacts and makes the light softer.
This pass can be disabled to improve performance.
Readonly definesPreprocessor macro definitions.
Call setChanged after changing macro definitions.
Readonly extensionsWebGL extensions that are required by this effect.
Call setChanged after adding or removing extensions.
The name of this effect.
Protected rendererThe renderer.
Readonly uniformsShader uniforms.
Call setChanged after adding or removing uniforms.
Indicates whether the god rays should be blurred to reduce artifacts.
Use blurPass.enabled instead.
The depth mask material.
Indicates whether dithering is enabled.
The internal god rays material.
The current height of the internal render targets.
Use resolution.height instead.
Experimental
The input color space.
Protected Experimental
The blur kernel size.
Use blurPass.kernelSize instead.
Sets the light source.
Sets the main camera.
Sets the main scene.
Experimental
The output color space.
Should only be changed if this effect converts the input colors to a different color space.
Protected Experimental
The resolution of this effect.
The number of samples per pixel.
Use godRaysMaterial.samples instead.
A higher sample count improves quality at the cost of performance.
Use godRaysMaterial.samples instead.
A texture that contains the intermediate result of this effect.
The current width of the internal render targets.
Use resolution.width instead.
Adds a listener to an event type.
The type of event to listen to.
The function that gets called when the event is fired.
Fire an event type.
The event that gets fired.
Performs a shallow search for properties that define a dispose method and deletes them.
The EffectComposer calls this method when it is being destroyed.
Returns the effect attributes.
The attributes.
Returns the blur pass that reduces aliasing artifacts and makes the light softer.
The blur pass.
Use blurPass instead.
Returns the WebGL extensions that are required by this effect.
The extensions.
Use extensions instead.
Returns the god rays material.
The material.
Use godRaysMaterial instead.
Returns the resolution of this effect.
The material.
Use resolution instead.
Checks if listener is added to an event type.
The type of event to listen to.
The function that gets called when the event is fired.
Removes a listener from an event type.
The type of the listener that gets removed.
The listener function that gets removed.
Protected setProtected
Sets the effect attributes.
Effects that have the same attributes will be executed in the order in which they were registered. Some attributes imply a higher priority.
The attributes.
Protected setProtected
Informs the associated EffectPass that this effect requires a shader recompilation.
Should be called after changing macros or extensions and after adding/removing uniforms.
Protected setProtected setUpdates this effect.
The renderer.
A frame buffer that contains the result of the previous pass.
Optional deltaTime: numberThe time between the last frame and the current one in seconds.
A god rays effect.