ReadonlynameAmbient-IBL multiplier written into the lighting uniform (iblIntensity).
1 = full daytime IBL; lower it to dim baked ambient (e.g. at night) so the
forward path matches the deferred path's iblIntensity control.
Runtime toggle for the LTC rect-area-light path. Only meaningful when the
pass was created with useLtcAreaLights (the LTC shader variant + tables);
when false, rect area lights fall back to the representative-point shading
even though the tables stay bound. Lets a UI flip LTC on/off live without
rebuilding the pass. Ignored entirely when the LTC variant isn't compiled.
Bind group layout for the lighting + IBL group. Exposed so other passes that want to reuse this pass's lighting state (e.g. instanced-mesh particles drawing into HDR) can build a pipeline against the same slot.
StaticcreateBuilds (or returns a cached) lighting+IBL bind group from this pass's
persistent light buffers plus the supplied IBL textures and optional
external shadow handle. The bind group matches
lightingIblBindGroupLayout and is intended to be bound at the same
slot the forward shader expects (group 3 in forward_pbr.wgsl).
Use in a pass's setExecute callback (after this pass's
updateLights has populated the underlying buffers for the frame).
OptionaliblTextures: IblTexturesOptionalexternalShadowHandle: ResourceHandleSet the list of skinned draws this pass will render in addition to the
static items supplied via setDrawItems. The pass GPU-skins each
vertex from the per-item joint palette, then runs the same forward PBR
lighting as the un-skinned path. Items with material.transparent are
routed through the blended sub-pass after all opaque draws.
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.
Human-readable identifier used in graph node labels and error messages.