The name, for example 'depth'. Must contain only letters, numbers, and underscores, and start with a letter.
Index from ShaderPass#nextIndex.
Optional
options: {Options for additional configuration of the shader pass.
Optional
isForward?: booleanWhether the pass is forward.
Optional
isShadow?: booleanWhether the pass is shadow.
Optional
lightType?: booleanType of light, for example pc.LIGHTTYPE_DIRECTIONAL
.
Optional
shadowType?: booleanType of shadow, for example pc.SHADOW_PCF3_32F
.
Info about a shader pass. Shader pass is represented by a unique index and a name, and the index is used to access the shader required for the pass, from an array stored in the material or mesh instance.