Composites unlit projection textures onto frame.hdr after lighting. Reconstructs world position from frame.depth, so it needs a geometry/lighting feature to have produced a depth buffer and an HDR target.
frame.hdr
frame.depth
Optional
When false, the feature is skipped each frame. Toggling triggers a cached-graph invalidation.
Readonly
Construct pipelines / pass instances. Runs once.
Per-frame uniform refresh on the owned passes.
Release GPU resources.
Composites unlit projection textures onto
frame.hdrafter lighting. Reconstructs world position fromframe.depth, so it needs a geometry/lighting feature to have produced a depth buffer and an HDR target.