Pass

TexturePass

This pass can be used to render a texture over the entire screen.

Code Example

const texture = new THREE.TextureLoader().load( 'textures/2294472375_24a3b8ef46_o.jpg' );
texture.colorSpace = THREE.SRGBColorSpace;
const texturePass = new TexturePass( texture );
composer.addPass( texturePass );

Import

TexturePass is an addon, and must be imported explicitly, see Installation#Addons.

import { TexturePass } from 'three/addons/postprocessing/TexturePass.js';

Constructor

new TexturePass( map : Texture, opacity : number )

Constructs a new texture pass.

map

The texture to render.

opacity

The opacity.

Default is 1.

Properties

.map : Texture

The texture to render.

.material : ShaderMaterial

The pass material.

.needsSwap : boolean

Overwritten to disable the swap.

Default is false.

Overrides: Pass#needsSwap

.opacity : number

The opacity.

Default is 1.

.uniforms : Object

The pass uniforms.

Methods

.dispose()

Frees the GPU-related resources allocated by this instance. Call this method whenever the pass is no longer used in your app.

Overrides: Pass#dispose

.render( renderer : WebGLRenderer, writeBuffer : WebGLRenderTarget, readBuffer : WebGLRenderTarget, deltaTime : number, maskActive : boolean )

Performs the texture pass.

renderer

The renderer.

writeBuffer

The write buffer. This buffer is intended as the rendering destination for the pass.

readBuffer

The read buffer. The pass can access the result from the previous pass from this buffer.

deltaTime

The delta time in seconds.

maskActive

Whether masking is active or not.

Overrides: Pass#render

Source

examples/jsm/postprocessing/TexturePass.js