OptionalskySky source — see SkyOption for the union. Default: no sky.
OptionalshadowCascaded directional shadow map. false skips the feature; a config object
is forwarded to ShadowFeature. Default: enabled.
OptionalcullLight-culling strategy — 'clustered' (default; 3D froxel grid with
projection-only bounds, no depth pre-pass, correct on transparents) or
'tiled' (16×16 screen tiles + depth pre-pass). See ForwardPlusPass.cullMode.
OptionaliblIBL texture set passed to the forward+ pass for indirect lighting.
OptionallightingForward+ lighting tuning. useSphericalHarmonics selects the
IBL_DIFFUSE_SH variant (diffuse IBL from order-3 SH coefficients instead
of the irradiance cube); it's a pipeline-build-time choice, so set it here.
OptionalshadowDirectional shadow filtering — 'pcss' (default) or 'vsm' (EVSM2). A
pipeline-build-time choice, so set it here.
OptionalshadowEVSM2 moment precision when shadowFilter:'vsm' — 'auto' (default),
'fp32' (best quality), or 'fp16' (half memory, ≈ plain VSM).
OptionaldirectionalOverride the directional light supplied to the forward+ pass; otherwise the scene's first DirectionalLight component is used.
OptionaltaaTemporal anti-aliasing. Default: false. Ignored when aa is set.
OptionalaaAnti-aliasing method, a superset of taa that also selects SMAA:
'taa' — temporal AA (TAAFeature).'smaa' — spatial SMAA 1x (SMAAFeature); no jitter/history/ghosting.false — no anti-aliasing.
When omitted, falls back to taa (default off).OptionalsmaaTuning forwarded to SMAAFeature when aa: 'smaa'.
OptionalmotionMotion blur. Camera-only by default; pass { useVelocityBuffer: true }
to add per-object motion blur via an extra velocity-buffer pass. Slotted
after TAA and before DoF / bloom. Default: disabled.
OptionaldofOptionalbloomOptionalexposureOptionalacesOptionalhdr
Live point-light list. Read each frame by the tiled cull, so the callback should return the current set (mutating positions/colors on the returned objects is fine — the buffer is re-uploaded every frame).