Constructs a new outline effect.
Optionalscene: SceneThe main scene.
Optionalcamera: CameraThe main camera.
Optionaloptions: {The options.
OptionalblendFunction?: BlendFunctionThe blend function. Use BlendFunction.ALPHA for dark outlines.
Optionalblur?: booleanWhether the outline should be blurred.
OptionaledgeStrength?: numberThe edge strength.
Optionalheight?: numberDeprecated. Use resolutionY instead.
OptionalhiddenEdgeColor?: numberThe color of hidden edges.
OptionalkernelSize?: KernelSizeThe blur kernel size.
Optionalmultisampling?: numberThe number of samples used for multisample antialiasing. Requires WebGL 2.
OptionalpatternScale?: numberThe pattern scale.
OptionalpatternTexture?: TextureA pattern texture.
OptionalpulseSpeed?: numberThe pulse speed. A value of zero disables the pulse effect.
OptionalresolutionScale?: numberThe resolution scale.
OptionalresolutionX?: numberThe horizontal resolution.
OptionalresolutionY?: numberThe vertical resolution.
OptionalvisibleEdgeColor?: numberThe color of visible edges.
Optionalwidth?: numberDeprecated. Use resolutionX instead.
OptionalxRay?: booleanWhether occluded parts of selected objects should be visible.
ReadonlyblendThe blend mode of this effect.
A blur pass.
ReadonlydefinesPreprocessor macro definitions.
Call Effect.setChanged after changing macro definitions.
ReadonlyextensionsWebGL extensions that are required by this effect.
Call Effect.setChanged after adding or removing extensions.
The name of this effect.
The pulse speed. Set to 0 to disable.
ProtectedrendererThe renderer.
A selection of objects that will be outlined.
The default layer of this selection is 10.
ReadonlyuniformsShader uniforms.
Call Effect.setChanged after adding or removing uniforms.
The edge strength.
The hidden edge color.
ExperimentalThe input color space.
Protected ExperimentalSets the main camera.
Sets the main scene.
ExperimentalThe amount of MSAA samples.
Requires WebGL 2. Set to zero to disable multisampling.
Requires three >= r138.
ExperimentalThe output color space.
Should only be changed if this effect converts the input colors to a different color space.
Protected ExperimentalThe pattern scale.
The pattern texture. Set to null to disable.
The resolution of this effect.
The visible edge color.
Indicates whether X-ray mode is enabled.
Adds a listener to an event type.
The type of event to listen to.
The function that gets called when the event is fired.
Adds a listener to an event type.
The type of event to listen to.
The function that gets called when the event is fired.
Deselects an object.
The object that should no longer be outlined.
This pass.
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 fragment shader.
The fragment shader.
Returns the vertex shader.
The vertex shader.
Checks if listener is added to an event type.
The type of event to listen to.
The function that gets called when the event is fired.
Checks if listener is added to an event type.
The type of event to listen to.
The function that gets called when the event is fired.
Performs initialization tasks.
The renderer.
Whether the renderer uses the alpha channel or not.
The type of the main frame buffers.
Removes a listener from an event type.
The type of the listener that gets removed.
The listener function that gets removed.
Removes a listener from an event type.
The type of the listener that gets removed.
The listener function that gets removed.
Selects an object.
The object that should be outlined.
This pass.
ProtectedsetProtectedSets 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.
ProtectedsetProtectedInforms the associated EffectPass that this effect requires a shader recompilation.
Should be called after changing macros or extensions and after adding/removing uniforms.
Sets the depth texture.
You may override this method if your effect requires direct access to the depth texture that is bound to the associated EffectPass.
A depth texture.
OptionaldepthPacking: DepthPackingStrategiesThe depth packing.
ProtectedsetProtectedSets the fragment shader.
The fragment shader.
Clears the current selection and selects a list of objects.
The objects that should be outlined. This array will be copied.
This pass.
Updates the size of internal render targets.
The width.
The height.
ProtectedsetProtectedSets the vertex shader.
The vertex shader.
Updates this effect.
The renderer.
A frame buffer that contains the result of the previous pass.
OptionaldeltaTime: numberThe time between the last frame and the current one in seconds.
An outline effect.