Taos API Reference
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    Class HQCloudPass

    High-quality volumetric cloud pass. Half-resolution Beer-Lambert ray-march with multi-scatter octaves and cone-sampled light marching, then a full-res temporal-reprojection upsample that uses each pixel's weighted cloud-hit depth (not the scene depth) to look up history. Outputs are composited over the supplied HDR target with premultiplied alpha.

    See [book/chapters/11-post-processing.md] for a full walkthrough.

    Hierarchy (View Summary)

    • Pass<HQCloudDeps, HQCloudOutputs>
      • HQCloudPass
    Index

    Properties

    name: "HQCloudPass" = 'HQCloudPass'

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

    Methods

    • Supply a 2D weather map (R = coverage factor, G = density factor, both 0..1) sampled by world XZ to spatially author cloudiness — denser banks here, clear gaps there — instead of the procedural noise. Pass null to revert to procedural. Tiles with the cloud weatherScale; use a 'float'-sampleable view (rgba8unorm or rgba16float).

      Parameters

      Returns void

    • Mirror of CloudPass.updateGodrayFogCurve. Set this to the active GodrayPass.fogCurve (or 0 when godrays are off) so the composite shader's glow term matches the sky's. Effective on the next updateLight call.

      Parameters

      • fogCurve: number

      Returns void

    • 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: HQCloudDeps

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

      Returns HQCloudOutputs

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