class VolumetricLightScatteringPostProcess extends PostProcess
@constructor
Name | Type | Description | |
---|---|---|---|
name | string | ||
ratio | any | ||
camera | Camera | ||
optional | mesh | Mesh | |
optional | samples | number | |
optional | samplingMode | number | |
optional | engine | Engine | |
optional | reusable | boolean |
If not undefined, the mesh position is computed from the attached node position
@type {{position: Vector3}}
Custom position of the mesh. Used if "useCustomMeshPosition" is set to "true"
@type {Vector3}
Set if the post-process should use a custom position for the light source (true) or the internal mesh position (false)
@type {boolean}
If the post-process should inverse the light scattering direction
@type {boolean}
The internal mesh used by the post-process
@type {boolean}
Array containing the excluded meshes not rendered in the internal pass
Controls the overall intensity of the post-process
@type {number}
Dissipates each sample's contribution in range [0, 1]
@type {number}
Controls the overall intensity of each sample
@type {number}
Controls the density of each sample
@type {number}
Name | Type | Description | |
---|---|---|---|
subMesh | SubMesh | ||
useInstances | boolean |
Sets the new light position for light scattering effect
Name | Type | Description | |
---|---|---|---|
position | Vector3 |
Returns the light position for light scattering effect
@return {BABYLON.Vector3} The custom light position
Disposes the internal assets and detaches the post-process from the camera
Name | Type | Description | |
---|---|---|---|
camera | Camera |
Returns the render target texture used by the post-process
@return {BABYLON.RenderTargetTexture} The render target texture used by the post-process
Creates a default mesh for the Volumeric Light Scattering post-process
@return {BABYLON.Mesh} the default mesh
Name | Type | Description | |
---|---|---|---|
name | string | ||
scene | Scene |