Variable: SCENE_COLOR_PYRAMID
constSCENE_COLOR_PYRAMID:"_SceneColorPyramid"='_SceneColorPyramid'
Defined in: src/gfx/renderJob/graph/passes/SceneColorPyramidPass.ts:29
Published handle name for the scene color snapshot produced after opaque rendering finishes and before transparent rendering begins. Transmission materials (glass / water / clear plastic) sample this texture through a fragment shader refraction term — see KHR_materials_transmission + Transmission_frag.ts.
The pyramid carries a full mip chain so frosted-glass / rough-glass transmission can sample blurred levels via textureSampleLevel. Mip 0 is the raw _ColorBuffer copy; mips 1..N are progressively downsampled box filters generated each frame after the copy via TextureMipmapGenerator. PBRLitShader's transmission block picks an LOD from roughness so polished glass reads from mip 0 (sharp refraction) and frosted glass reads from a higher LOD (blurred backdrop) — the standard roughness-aware transmission sampling path.

