the color representing the inverse depth (defaults to sampling from channel 0)
the color to replace unoccluded areas by (defaults to white and is mutable by default)
values below this are not occluded (set to something low, like 0.1 or lower; defaults to 0.01 and is mutable by default)
Generated using TypeDoc
converts a
1 / distance
depth texture to an occlusion texture, with all occluded geometry being rendered as black