Enables an opaque depth-only pass before opaque color rendering.
This gives later depth-driven effects, caps, and occlusion-aware passes a stable depth buffer while keeping the draw technique separate from color rendering.
Enables edge batch construction and edge draw submission.
Enables optional WebGPU timestamp queries for render-pass GPU timings.
Requires a device created with the timestamp-query feature. When the
feature is unavailable, the renderer skips GPU timing without changing
rendering behavior.
Enables logarithmic depth writes for packed triangle draws.
This improves depth precision for large scenes with very distant camera far planes, at the cost of disabling early-Z for affected fragment shaders. Disabled by default.
Selects how transparent triangle meshes are batched.
"segment" groups transparent draws by packed geometry segment. This is
the faster default and mirrors WebGLRenderer's batch-oriented behavior."object" preserves per-object depth-sort order, which can improve
blending correctness for interleaved transparent meshes but may produce
many more draw calls when sorted meshes span multiple packed segments.Selects the triangle color path.
"pbr" uploads material, normal and texture coordinate streams for
physically based shading."flat" uploads only the streams needed for unlit per-object color.
This is intended for very large streamed models that would otherwise
exceed available GPU memory.
Configuration options for WebGPU render pass orchestration.