Select the pick depth convention (SurfacePickAwareMaterial): true
under the depth-ordered surface modes (opaque / normal) writes the
real projected depth so the FRONT-MOST element wins, as the user sees
it; false (default) keeps brightness-as-depth so the BRIGHTEST wins,
right for the commutative modes. Synced per pick render by
PickingSystem.renderPickBuffer().
Camera-dependent uniforms. The ortho branch is read in shader from the
projection matrix of the draw (luxarLineIsOrtho), so none is pushed.
OptionalnearCull: numberRebind the line data texture (plain uniform update). Mirrors
PointPickingMaterial.updatePointTexture.
Clone this picking material. The inherited
Material.clone()calls the constructor with no config (throws onconfig.nodeId), so — mirroringGSplatPickingMaterial.clone()— construct with the same nodeId and copy the runtime-tuned uniform values (camera params, pixel-width scales) across explicitly.