ReadonlynameHuman-readable identifier used in graph node labels and error messages.
When true, submerged frames get a blue distance-fog murk (gated on
isUnderwater). Toggled by the underwater_fog effect.
Fade sky pixels to black below the horizon. Off by default (samples with a full HDR environment want its lower hemisphere). Worlds whose geometry doesn't wrap to the horizon turn this on so a downward look past the terrain edge shows black instead of noisy lower-hemisphere atmosphere.
Draw the procedural night star field. On by default; samples that want a clean sky (e.g. judging cloud quality at night) can turn it off.
StaticcreatePack fog/underwater/tonemap parameters into the GPU uniform buffer.
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.
Final fullscreen pass that composes the post-processed HDR scene with fog, stars, the underwater effect and tonemapping into the backbuffer (render-graph version). Replaces the legacy fog + underwater + tonemap pass chain by combining all three operations in a single fragment shader, eliminating two intermediate HDR textures and two render-pass boundaries.