Rebind the splat data texture (plain uniform update).
Select the pick depth convention. true = surface ('normal')
blending: write the real projected depth so the FRONT-MOST splat
wins — matching the depth-sorted occluding surface the user sees.
false (default) = brightness-as-depth so the BRIGHTEST splat wins
— correct for the commutative modes (additive/max/luminous).
Synced per pick render by PickingSystem.renderPickBuffer().
Clone this picking material. The inherited Material.clone() calls
the constructor with no config (throws on config.nodeId), so —
mirroring the visual GSplatMaterial.clone() pattern — construct
with the same nodeId and copy the runtime-tuned uniform values
(camera params, dilation, surface-pick depth) across explicitly.
Update camera-dependent uniforms (viewport, projection kind, near cull).
Push again after a resize, a projection-kind flip, a near-cull change or a pixel-ratio change. An FOV or ortho-zoom change needs no push.
Viewport resolution in pixels
OptionalnearCull: number
Near-fade start distance in world units (consumed by all four geometry materials via the shared perspectiveNearFade)
Physical render-target pixels per CSS pixel; screen-space appearance constants scale with it above 1×
Pick materials with a switchable depth convention (both gsplat pick wrappers implement it; points/lines don't — their brightness-as-depth is unconditional). The picking system's per-render mode sync detects the capability via isSurfacePickAwareMaterial, mirroring the
CameraAwareMaterialguard idiom.