File: ViewportTextureNode.md | Updated: 11/15/2025
A special type of texture node which represents the data of the current viewport as a texture. The module extracts data from the current bound framebuffer with a copy operation so no extra render pass is required to produce the texture data (which is good for performance). ViewportTextureNode can be used as an input for a variety of effects like refractive or transmissive materials.
Constructs a new viewport texture node.
uvNode | The uv node. Default is screenUV.
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levelNode | The level node. Default is null.
framebufferTexture | A framebuffer texture holding the viewport data. If not provided, a framebuffer texture is created automatically. Default is null.
The reference framebuffer texture. This is used to store the framebuffer texture for the current render target. If the render target changes, a new framebuffer texture is created automatically.
Default is null.
Whether to generate mipmaps or not.
Default is false.
This flag can be used for type testing.
Default is true.
The updateBeforeType is set to NodeUpdateType.FRAME since the node renders the scene once per frame in its ViewportTextureNode#updateBefore method.
Default is 'frame'.
Overrides: TextureNode#updateBeforeType
This methods returns a texture for the given render target reference.
To avoid rendering errors, ViewportTextureNode must use unique framebuffer textures for different render contexts.
reference | The render target reference. Default is null.
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Returns: The framebuffer texture.