Pass →

# GTAOPass

A pass for an GTAO effect.

`GTAOPass` provides better quality than SSAOPass but is also more expensive.

## Code Example

    const gtaoPass = new GTAOPass( scene, camera, width, height );
    gtaoPass.output = GTAOPass.OUTPUT.Denoise;
    composer.addPass( gtaoPass );

## Import

GTAOPass is an addon, and must be imported explicitly, see Installation#Addons.

    import { GTAOPass } from 'three/addons/postprocessing/GTAOPass.js';

## Constructor

### new GTAOPass ( scene : Scene, camera : Camera, width : number, height : number, parameters : Object, aoParameters : Object, pdParameters : Object )

Constructs a new GTAO pass.

scene | The scene to compute the AO for.
camera | The camera.
width | The width of the effect. Default is `512`.
height | The height of the effect. Default is `512`.
parameters | The pass parameters.
aoParameters | The AO parameters.
pdParameters | The denoise parameters.

## Properties

### .blendIntensity : number

The AO blend intensity.

Default is `1`.

### .camera : Camera

The camera.

### .clear : boolean

Overwritten to perform a clear operation by default.

Default is `true`.

Overrides: Pass#clear

### .gtaoMap : Texture (readonly)

A texture holding the computed AO.

### .height : number

The height of the effect.

Default is `512`.

### .output : number

The output configuration.

Default is `0`.

### .pdRadiusExponent : number

The Poisson Denoise radius exponent.

Default is `2`.

### .pdRings : number

The number of Poisson Denoise rings.

Default is `2`.

### .pdSamples : number

The Poisson Denoise sample count.

Default is `16`.

### .scene : Scene

The scene to render the AO for.

### .width : number

The width of the effect.

Default is `512`.

## Methods

### .dispose ()

Frees the GPU-related resources allocated by this instance. Call this method whenever the pass is no longer used in your app.

Overrides: Pass#dispose

### .render ( renderer : WebGLRenderer, writeBuffer : WebGLRenderTarget, readBuffer : WebGLRenderTarget, deltaTime : number, maskActive : boolean )

Performs the GTAO pass.

renderer | The renderer.
writeBuffer | The write buffer. This buffer is intended as the rendering destination for the pass.
readBuffer | The read buffer. The pass can access the result from the previous pass from this buffer.
deltaTime | The delta time in seconds.
maskActive | Whether masking is active or not.

Overrides: Pass#render

### .setGBuffer ( depthTexture : DepthTexture, normalTexture : DepthTexture )

Configures the GBuffer of this pass. If no arguments are passed, the pass creates an internal render target for holding depth and normal data.

depthTexture | The depth texture.
normalTexture | The normal texture.

### .setSceneClipBox ( box : Box3 )

Configures the clip box of the GTAO shader with the given AABB.

box | The AABB enclosing the scene that should receive AO. When passing `null`, to clip box is used.

### .setSize ( width : number, height : number )

Sets the size of the pass.

width | The width to set.
height | The height to set.

Overrides: Pass#setSize

### .updateGtaoMaterial ( parameters : Object )

Updates the GTAO material from the given parameter object.

parameters | The GTAO material parameters.

### .updatePdMaterial ( parameters : Object )

Updates the Denoise material from the given parameter object.

parameters | The denoise parameters.

## Source

examples/jsm/postprocessing/GTAOPass.js