OcclusionPassOptions
Defined in: packages/three-flatland/src/lights/OcclusionPass.ts:26
Optional construction knobs for OcclusionPass.
Properties
Section titled “Properties”clearAlpha?
Section titled “clearAlpha?”
optionalclearAlpha?:number
Defined in: packages/three-flatland/src/lights/OcclusionPass.ts:42
Clear alpha. Default: 0.
clearColor?
Section titled “clearColor?”
optionalclearColor?:ColorRepresentation
Defined in: packages/three-flatland/src/lights/OcclusionPass.ts:40
Clear color for the RT. Default: transparent black.
linearFilter?
Section titled “linearFilter?”
optionallinearFilter?:boolean
Defined in: packages/three-flatland/src/lights/OcclusionPass.ts:52
Use LinearFilter on the RT texture instead of the NearestFilter default.
Linear sampling smears alpha across silhouette edges (a texel just
outside the sprite interpolates to a fractional alpha), which inflates
the SDF seed by ~½ pixel in every direction and produces a faint halo
around every caster. NearestFilter keeps the alpha binary and pixel-
perfect. Flip to true only if a custom consumer explicitly wants the
anti-aliased silhouette.
resolutionScale?
Section titled “resolutionScale?”
optionalresolutionScale?:number
Defined in: packages/three-flatland/src/lights/OcclusionPass.ts:38
Resolution multiplier relative to the main viewport (0 < x <= 1).
The SDF is derived from this RT, so lower values trade shadow fidelity
for shadow cost. Default: 0.5 (half resolution) — quarters fill cost
across every RT-sized pass while staying visually indistinguishable
from full-res on typical viewports (the separable blur masks the
coarser seed; NearestFilter keeps edges crisp). Set 1 for very
small / pixel-art viewports where the half-pixel silhouette
quantization reads as blocky, or drop to 0.25 on low-end mobile
where the shadow cost dominates and a blockier silhouette is acceptable.