*Inheritance: EventDispatcher → Node → TempNode →* # PixelationNode A inner node definition that implements the actual pixelation TSL code. ## Constructor ### new PixelationNode( textureNode : TextureNode, depthNode : TextureNode, normalNode : TextureNode, pixelSize : Node., normalEdgeStrength : Node., depthEdgeStrength : Node. ) Constructs a new pixelation node. **textureNode** The texture node that represents the beauty pass. **depthNode** The texture that represents the beauty's depth. **normalNode** The texture that represents the beauty's normals. **pixelSize** The pixel size. **normalEdgeStrength** The normal edge strength. **depthEdgeStrength** The depth edge strength. ## Properties ### .depthEdgeStrength : Node. The depth edge strength. ### .depthNode : TextureNode The texture that represents the beauty's depth. ### .normalEdgeStrength : Node. The pixel size. ### .normalNode : TextureNode The texture that represents the beauty's normals. ### .pixelSize : Node. The pixel size. ### .textureNode : TextureNode The texture node that represents the beauty pass. ### .updateType : string The `updateType` is set to `NodeUpdateType.FRAME` since the node updates its internal uniforms once per frame in `updateBefore()`. Default is `'frame'`. **Overrides:** [TempNode#updateType](TempNode.html#updateType) ## Methods ### .setup( builder : NodeBuilder ) : ShaderCallNodeInternal This method is used to setup the effect's TSL code. **builder** The current node builder. **Overrides:** [TempNode#setup](TempNode.html#setup) ### .update( frame : NodeFrame ) This method is used to update uniforms once per frame. **frame** The current node frame. **Overrides:** [TempNode#update](TempNode.html#update) ## Source [examples/jsm/tsl/display/PixelationPassNode.js](https://github.com/mrdoob/three.js/blob/master/examples/jsm/tsl/display/PixelationPassNode.js)