Taos API Reference
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    Class SkyTexturePass

    Renders the sky as a fullscreen background by sampling an equirectangular HDR texture (render-graph version).

    Issued as the first color writer of the frame: clears the HDR target and shades each pixel by reconstructing its world-space view direction from invViewProj and sampling the supplied sky texture. Output exposure is configurable per frame.

    Hierarchy (View Summary)

    • Pass<SkyTextureDeps, SkyTextureOutputs>
      • SkyTexturePass
    Index

    Properties

    name: "SkyTexturePass" = 'SkyTexturePass'

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

    exposure: number = 0.2

    Output exposure multiplier; uploaded by updateCamera.

    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: SkyTextureDeps = {}

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

      Returns SkyTextureOutputs

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