Taos API Reference
    Preparing search index...

    Class SSRPass

    Screen-space reflections (render-graph version).

    Five stages:

    1. trace — per-pixel reflection ray-march against the depth buffer (crossing hit test + binary refine), emitting a premultiplied reflection (rgb = color·mask, a = mask).
    2. resolve — roughness-aware Poisson blur of the reflection (fakes gloss + denoises sub-pixel jitter).
    3. temporal — reproject + clamp + blend the prior frame's accumulated reflection, turning the noisy trace into a stable image.
    4. composite — add the accumulated reflection over the lit scene.
    5. copyHistory — stash the accumulated reflection for next frame.

    Only on-screen content can be reflected — rays that leave the frame fade out. SSRDebugMode.ReflectionOnly makes that gap visible.

    Hierarchy (View Summary)

    • Pass<SSRDeps, SSROutputs>
      • SSRPass
    Index

    Properties

    name: "SSRPass" = 'SSRPass'

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

    Accessors

    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: SSRDeps

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

      Returns SSROutputs

      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