ReadonlynameHuman-readable identifier used in graph node labels and error messages.
Current settings (a copy — mutate via updateSettings).
StaticcreateMerge in a partial settings update; takes effect on the next frame.
Upload the per-frame camera matrices and tuning parameters from
ctx.activeCamera. Call once per frame before addToGraph.
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.
Screen-space reflections (render-graph version).
Five stages:
Only on-screen content can be reflected — rays that leave the frame fade out. SSRDebugMode.ReflectionOnly makes that gap visible.