ReadonlynameAmbient-IBL multiplier written into the lighting uniform (iblIntensity).
1 = full daytime IBL; lower it to dim baked ambient (e.g. at night) so the
forward path matches the deferred path's iblIntensity control.
Runtime toggle for the LTC rect-area-light path. Only meaningful when the
pass was created with useLtcAreaLights (the LTC shader variant + tables);
when false, rect area lights fall back to the representative-point shading
even though the tables stay bound. Lets a UI flip LTC on/off live without
rebuilding the pass. Ignored entirely when the LTC variant isn't compiled.
Bind group layout for the lighting + IBL group. Exposed so other passes that want to reuse this pass's lighting state (e.g. instanced-mesh particles drawing into HDR) can build a pipeline against the same slot.
StaticcreateEnable the aerial-perspective tap on forward draws. Pass the SAME
volumeMaxDist / maxOpacity the deferred aerial composites with (see
DeferredLightingPass.aerialParams) plus the froxel-volume handles
via ForwardDeps.aerialVolume. maxDist 0 (the default) disables the tap.
Takes effect on the next updateLights.
OptionaliblTextures: IblTexturesOptionalexternalShadowHandle: ResourceHandleOptionalareaShadowHandle: ResourceHandleOptionalaerialVolume: { l: ResourceHandle; t: ResourceHandle }Set the list of skinned draws this pass will render in addition to the
static items supplied via setDrawItems. The pass GPU-skins each
vertex from the per-item joint palette, then runs the same forward PBR
lighting as the un-skinned path. Items with material.transparent are
routed through the blended sub-pass after all opaque draws.
Insert the pass into graph for one frame. Implementations call
graph.addPass(name, type, b => { ... }) exactly once and use the
supplied PassBuilder to declare reads, writes, transient
resources, and the execute callback.
Graph being built this frame.
Pass-specific dependency record (handles, scene data, etc.).
Pass-specific output record (typically a set of handles downstream passes will consume).
Release every long-lived GPU resource owned by the pass (pipelines, persistent uniform buffers, samplers, BGLs). Called by the factory or application during teardown. Default implementation is a no-op.
Human-readable identifier used in graph node labels and error messages.