THREE.JS / FOUNDATIONS 144

Give reflection a depth budget.

A reflective floor captures a small actor field and its depth texture. Use the reflected depth node to fade distant reflection content, then compare the graph's quality and ownership costs with a direct baseline.

Initializing Backend pending

Preparing the depth-capable reflection graph.

mode
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actors
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depth node
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range
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capture
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draws
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CPU avg / p95
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graph builds
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Depth attenuationWebGPU depth controls are live.
Render graphpending
actor field→ReflectorNode→depth node→attenuation→pipeline

The floor owns both reflection color and reflected depth; the depth node drives the attenuation factor.

GPU ownershipwaiting
actor field-
reflector target-
depth texture-
scene pass-
sample stateidle

Depth-capable reflection resources remain owned until an explicit release.

Drag to orbit · WebGPU runs the depth-node path · use ?forceWebGL=1 for the direct baseline

Compare WaterMesh reflection and refraction →
LAB 144 / REFLECTOR DEPTH