OptionaliblOptionaldirectionalOverride the directional source. Default = scene's first DirectionalLightComponent.
OptionalpointOverride point lights. Default = scene.getComponents(PointLight).
OptionalspotOverride spot lights. Default = scene.getComponents(SpotLight).
Only the plain ForwardPass backend consumes spot lights — when plus is on, tile-culled forward+ shading currently ignores them (spots fall back to the dedicated PointSpotLight pass).
OptionaldrawOverride the transparent draw-item source. By default the feature reads
frame.transparent (built from the scene's MeshRenderers with
material.transparent === true). Pass a callback for samples that
build their own transparent items outside the scene-graph.
OptionalskinnedOptional skinned-mesh draws routed through the same overlay backend. Items here are GPU-skinned in the vertex shader and depth-test against the deferred gbuffer depth without writing to it (when transparent).
OptionalplusWhen true the overlay routes its draws through ForwardPlusPass
instead of ForwardPass, sharing the deferred path's depth buffer
(via the pass's externalDepth dep) for both tile-culling and depth-test.
Useful when the transparency layer needs to shade against many point
lights — the tile cull keeps the per-fragment light list tight. The plain
forward backend (default) is cheaper for small light counts and is the
choice for everything that doesn't need the cull.
Image-based-lighting cubemaps the overlay reflects, matching the deferred path's environment. Without it, transparent/forward surfaces fall back to the pass's empty default cubemap and show no environment reflection — smooth metallic surfaces (e.g. a water surface) then look flat. Update it on environment changes via ForwardOverlayFeature.setIbl.