Taos API Reference
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    Class FogPass

    Standalone fog post-process: blends the input HDR toward an atmosphere-scattered fog color using configurable depth + height curves. Mirrors the fog block inside CompositePass but ships as a discrete pass so pipelines that don't use the merged composite can still get fog.

    Hierarchy (View Summary)

    • Pass<FogDeps, FogOutputs>
      • FogPass
    Index

    Properties

    name: "FogPass" = 'FogPass'

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

    depthFogEnabled: boolean = true
    depthDensity: number = 1.0
    depthBegin: number = 32
    depthEnd: number = 128
    depthCurve: number = 1.5
    heightFogEnabled: boolean = false
    heightDensity: number = 0.7
    heightMin: number = 48
    heightMax: number = 80
    heightCurve: number = 1.0
    fogColor: [number, number, number] = ...

    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: FogDeps

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

      Returns FogOutputs

      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.

      Returns void