Hilo3d API - v2.0.0-alpha.9
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    Interface SceneRenderPassParameters

    Retained parameters consumed by SceneRenderPass.

    interface SceneRenderPassParameters {
        ambientOcclusionTexture?: RenderGraphTextureAccessHandle;
        colorAttachments: readonly Readonly<RenderPipelineColorAttachment>[];
        depthStencilAttachment?: Readonly<RenderPipelineDepthStencilAttachment>;
        opaqueTexture?: RenderGraphTextureAccessHandle;
        rendererList: RendererListHandle;
        scissor?: RendererViewport;
        stencilReference?: number;
        storageShaderVariant?: Readonly<SceneStorageShaderVariant>;
        subsurfaceScattering?: boolean;
        uniformBlocks?: Readonly<
            Record<
                string,
                UniformBuffer<
                    Readonly<Record<string, Std140Type | Std140FieldDefinition>>,
                >,
            >,
        >;
        viewport?: RendererViewport;
    }
    Index
    ambientOcclusionTexture?: RenderGraphTextureAccessHandle

    Screen-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.

    colorAttachments: readonly Readonly<RenderPipelineColorAttachment>[]

    Continuous color attachments in fragment-output location order.

    depthStencilAttachment?: Readonly<RenderPipelineDepthStencilAttachment>

    Optional depth/stencil attachment shared by every draw in the list.

    Opaque scene color sampled by transmission/volume materials in this pass. The graph keeps this input distinct from the active color attachment, preventing raster feedback.

    rendererList: RendererListHandle

    One setup-declared renderer list prepared through the shared mesh draw processor.

    Optional execution scissor in physical attachment pixels.

    stencilReference?: number

    Optional unsigned stencil reference set before drawing the list.

    storageShaderVariant?: Readonly<SceneStorageShaderVariant>

    Optional WebGPU-only storage-aware shader variant for the ordinary renderer-list path.

    subsurfaceScattering?: boolean

    Declare 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.

    uniformBlocks?: Readonly<
        Record<
            string,
            UniformBuffer<
                Readonly<Record<string, Std140Type | Std140FieldDefinition>>,
            >,
        >,
    >

    Registered pass-owned std140 blocks. Values remain immutable until submission/discard. Engine camera, material and object blocks cannot be overridden through this channel.

    viewport?: RendererViewport

    Optional execution viewport in physical attachment pixels.