ResourceHandle — write into the supplied handle. Must be rgba16float.
'backbuffer' — write the canvas directly. Requires the canvas to be
configured with rgba16float (i.e. HDR canvas); throws
otherwise, because TAA blends in HDR and routing it to a
SDR canvas produces washed-out output.
'auto' — use the backbuffer when registered AND the canvas format
is rgba16float; otherwise create a transient HDR
texture (the legacy default).
undefined — always create a transient HDR (rgba16float) texture.
How TAAPass sources its resolve target.
ResourceHandle— write into the supplied handle. Must bergba16float.'backbuffer'— write the canvas directly. Requires the canvas to be configured withrgba16float(i.e. HDR canvas); throws otherwise, because TAA blends in HDR and routing it to a SDR canvas produces washed-out output.'auto'— use the backbuffer when registered AND the canvas format isrgba16float; otherwise create a transient HDR texture (the legacy default).undefined— always create a transient HDR (rgba16float) texture.