Taos API Reference
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    Class BlockShadowPass

    Voxel-world chunk shadow pass (render-graph version).

    Appends opaque, alpha-tested transparent, and cross-billboard prop geometry to the cascades produced by ShadowPass. Each cascade is a separate graph node writing the same persistent shadow map at a different array slice with depthLoadOp: 'load'.

    Hierarchy (View Summary)

    • Pass<BlockShadowDeps, BlockShadowOutputs>
      • BlockShadowPass
    Index

    Properties

    name: "BlockShadowPass" = 'BlockShadowPass'

    Human-readable identifier used in graph node labels and error messages.

    shadowChunkRadius: number = 4

    Square chunk radius around the camera within which shadow geometry is drawn.

    Methods

    • 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.

      Parameters

      • graph: RenderGraph

        Graph being built this frame.

      • deps: BlockShadowDeps

        Pass-specific dependency record (handles, scene data, etc.).

      Returns BlockShadowOutputs

      Pass-specific output record (typically a set of handles downstream passes will consume).