ReadonlynameHuman-readable identifier used in graph node labels and error messages.
Number of draw calls issued during the most recent execute.
Triangle count submitted during the most recent execute.
StaticcreateOpt foliage (leaf) blocks into the subsurface shading model. When enabled,
registers a leaf-green subsurface entry in the device's MaterialParams table
and tags every LEAVES block type with its id (written into the G-buffer's
material_data.a), so the deferred + point/spot lighting passes give canopy
leaves a back-lit translucent glow. Disabling reverts them to opaque shading.
Re-uploads the BlockData SSBO; no chunk re-meshing needed.
Upload per-frame camera state from ctx.activeCamera and recompute the
cached frustum planes. Uniform uses the TAA-jittered VP (sub-pixel motion);
frustum planes use the un-jittered VP.
Insert the pass into graph for one frame. Implementations call
graph.addPass(name, type, b => { ... }) exactly once and use the
supplied PassBuilder to declare reads, writes, transient
resources, and the execute callback.
Graph being built this frame.
Pass-specific dependency record (handles, scene data, etc.).
Pass-specific output record (typically a set of handles downstream passes will consume).
Release every long-lived GPU resource owned by the pass (pipelines, persistent uniform buffers, samplers, BGLs). Called by the factory or application during teardown. Default implementation is a no-op.
G-Buffer fill pass for voxel world chunks (render-graph version).
Rasterizes opaque, transparent and prop chunk geometry into the GBuffer attachments (albedo+roughness, normal+metallic, depth). When
deps.gbufferis supplied the pass loads + writes those handles; otherwise it creates a fresh transient GBuffer and clears it.