Constructs a new god rays effect.
Optional
camera: CameraThe main camera.
Optional
lightSource: Mesh<BufferGeometry<NormalBufferAttributes>, Material | Material[], Object3DEventMap> | Points<BufferGeometry<NormalBufferAttributes>, Material | Material[], Object3DEventMap>The light source. Must not write depth and has to be flagged as transparent.
Optional
options: { The options.
Optional
blendThe blend function of this effect.
Optional
blur?: booleanWhether the god rays should be blurred to reduce artifacts.
Optional
clampAn upper bound for the saturation of the overall effect.
Optional
decay?: numberAn illumination decay factor.
Optional
density?: numberThe density of the light rays.
Optional
exposure?: numberA constant attenuation coefficient.
Optional
height?: numberDeprecated. Use resolutionY instead.
Optional
kernelThe blur kernel size. Has no effect if blur is disabled.
Optional
resolutionThe resolution scale.
Optional
resolutionX?: numberThe horizontal resolution.
Optional
resolutionY?: numberThe vertical resolution.
Optional
samples?: numberThe number of samples per pixel.
Optional
weight?: numberA light ray weight factor.
Optional
width?: numberDeprecated. Use resolutionX instead.
Readonly
blendThe blend mode of this effect.
A blur pass that reduces aliasing artifacts and makes the light softer.
This pass can be disabled to improve performance.
Readonly
definesPreprocessor macro definitions.
Call Effect.setChanged after changing macro definitions.
Readonly
extensionsWebGL extensions that are required by this effect.
Call Effect.setChanged after adding or removing extensions.
The name of this effect.
Protected
rendererThe renderer.
Readonly
uniformsShader uniforms.
Call Effect.setChanged after adding or removing uniforms.
Indicates whether the god rays should be blurred to reduce artifacts.
Use blurPass.enabled instead.
The depth mask material.
Indicates whether dithering is enabled.
The internal god rays material.
The current height of the internal render targets.
Use resolution.height instead.
Experimental
The input color space.
Protected
Experimental
The blur kernel size.
Use blurPass.kernelSize instead.
Sets the light source.
Sets the main camera.
Sets the main scene.
Experimental
The output color space.
Should only be changed if this effect converts the input colors to a different color space.
Protected
Experimental
The resolution of this effect.
The number of samples per pixel.
Use godRaysMaterial.samples instead.
A higher sample count improves quality at the cost of performance.
Use godRaysMaterial.samples instead.
A texture that contains the intermediate result of this effect.
The current width of the internal render targets.
Use resolution.width instead.
Performs a shallow search for properties that define a dispose method and deletes them.
The EffectComposer calls this method when it is being destroyed.
Returns the effect attributes.
The attributes.
Returns the blur pass that reduces aliasing artifacts and makes the light softer.
The blur pass.
Use blurPass instead.
Protected
setProtected
Sets the effect attributes.
Effects that have the same attributes will be executed in the order in which they were registered. Some attributes imply a higher priority.
The attributes.
Protected
setProtected
Informs the associated EffectPass that this effect requires a shader recompilation.
Should be called after changing macros or extensions and after adding/removing uniforms.
Protected
setProtected
setUpdates this effect.
The renderer.
A frame buffer that contains the result of the previous pass.
Optional
deltaTime: numberThe time between the last frame and the current one in seconds.
A god rays effect.