Optional ReadonlyambientScreen-space ambient visibility sampled by built-in opaque PBR materials in this pass.
This pass-global input is mutually exclusive with opaqueTexture; opaque shading
consumes GTAO while later transmission shading consumes the captured opaque color.
ReadonlycolorContinuous color attachments in fragment-output location order.
Optional ReadonlydepthOptional depth/stencil attachment shared by every draw in the list.
Optional ReadonlyopaqueOpaque scene color sampled by transmission/volume materials in this pass. The graph keeps this input distinct from the active color attachment, preventing raster feedback.
ReadonlyrendererOne setup-declared renderer list prepared through the shared mesh draw processor.
Optional ReadonlyscissorOptional execution scissor in physical attachment pixels.
Optional ReadonlystencilOptional unsigned stencil reference set before drawing the list.
Optional ReadonlystorageOptional WebGPU-only storage-aware shader variant for the ordinary renderer-list path.
Optional ReadonlysubsurfaceDeclare that the pipeline records profile diffusion for this pass's subsurface materials. Custom pipelines must provide the matching diffuse extraction and composition before output. Without this declaration, forwarding an active subsurface material fails before submission.
Optional ReadonlyuniformRegistered pass-owned std140 blocks. Values remain immutable until submission/discard. Engine camera, material and object blocks cannot be overridden through this channel.
Optional ReadonlyviewportOptional execution viewport in physical attachment pixels.
Retained parameters consumed by SceneRenderPass.