Taos API Reference
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    Class GodrayPass

    Hierarchy (View Summary)

    • Pass<GodrayDeps, GodrayOutputs>
      • GodrayPass
    Index

    Properties

    name: "GodrayPass" = 'GodrayPass'

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

    scattering: number = 0.3
    fogCurve: number = 2.0
    maxSteps: number = 16
    lutResolution: number = 256

    2D cloud-shadow LUT side length in texels. 256 is a good default; raise for sharper cloud-edge shadows, lower to trade a bit of fidelity for cheaper LUT generation.

    lutExtent: number = 1200

    Side length in world units that the LUT covers (centered on the camera each frame). Should cover the visible godray reach — for a far plane of 600, ~1200 covers the worst-case horizon ray. Make larger to widen the shadow region, smaller for finer per-texel resolution.

    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: GodrayDeps

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

      Returns GodrayOutputs

      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