The graphics device used to draw the quad.
The render target to draw into, or null to draw into the back buffer.
The shader used for rendering the quad. Its vertex shader receives the
corners of the quad in an attribute using SEMANTIC_POSITION, which the quadVS shader
chunk implements, see RenderPassShaderQuad.
Optionalrect: Vec4
The viewport rectangle of the quad, in pixels. Defaults to fullscreen:
[0, 0, target.width, target.height].
OptionalscissorRect: Vec4
The scissor rectangle of the quad, in pixels. Defaults to the viewport rectangle.
Optionalname: string
The render pass name used for GPU profiling and debugging. Defaults to 'RenderPassQuad'.
Draws a quad with a shader into a render target, covering the whole render target, or the viewport rectangle. It draws immediately, outside of the frame graph: each call creates a RenderPassShaderQuad, renders it, and destroys it, so it allocates on every call. This suits a single draw, for example to generate a texture once. To draw a quad every frame, as part of a frame, or with its own render states, use a RenderPassShaderQuad instead, which is created once and reused.
The content of the render target is loaded, and not cleared. The quad is drawn with the blend state currently set on the graphics device, see GraphicsDevice#setBlendState, and without depth test, face culling or stencil. The parameters of the shader are set on the scope of the graphics device before the call, see GraphicsDevice#scope.