OptionalopacityOptionalgammaOptionalintensityLinear colour multiplier (gain), default 1.0.
OptionaloffsetAdditive brightness shift (black level), default 0.0.
OptionalblendingLuxar blending mode. Default 'opaque' — the MESH default, unlike the three
siblings' 'additive'. opaque is the only mode unconditionally correct
without per-triangle depth sorting, and it is what a surface should look like
(§6.3). 'volumetric' is mapped to 'opaque'; see
resolveMeshBlendingMode.
OptionalshadingHow normals are obtained: stored, derivative, or none at all.
A compile-time variant, not a runtime branch — see MeshTSLConfig.shading for
why, and createMeshNode for who decides it.
Replaced the earlier flatNormal boolean when 'none' arrived. Two booleans
would admit a meaningless flatNormal && noShading state and double the
variant count for something with one behaviour; an enum makes the invalid
combination not exist.
OptionalbaseBase-colour texture, sampled per fragment through the uv attribute.
The third and most specific base-colour source: it WINS over
colormapTexture, because a colormap can be switched on at runtime by the
layers panel for any node with scalars while a texture only exists if the
store carried an image and its UVs. Exactly one source is ever active — see
syncMeshColorSourceDefines.
OptionalbaseWhether baseColorTexture is single-channel, so the shader must replicate red to RGB.
A 1-channel texture uploads as RedFormat and samples as (r, 0, 0, 1), so
without this a greyscale basemap renders pure red. Carried as a flag rather
than read off the texture's format so the material never has to reach into
the upload's choices.
OptionalambientWrapped-diffuse shade floor; default MESH_DEFAULTS.ambient.
OptionalshadeWrapped-diffuse exponent; default MESH_DEFAULTS.shadeExponent.
OptionalspecularAdditive specular strength; default MESH_DEFAULTS.specular.
OptionalshininessSpecular exponent; default MESH_DEFAULTS.shininess.
Optionalalphaopaque-mode cutout threshold; default MESH_DEFAULTS.alphaCutoff.
OptionaldepthOptionaltransparentOptionalcolormapColormap LUT texture (256x1 RGB).
OptionalscalarScalar data range [min, max] for normalization.
Configuration for mesh material creation.
The compositing half (
opacity/gamma/intensity/offset/blendingMode/depthTest/transparent/colormapTexture/scalarRange) mirrorsPointMaterialConfigfield for field, so the layers panel and the material-sync path treat all four geometry types identically.What differs is named rather than silently omitted:
absorption/hasElementAlpha— both exist only to serve the volumetric mode, which a zero-thickness surface cannot express (§6.3);radiusScale/truncationRadius— those normalize a per-element extent, and a triangle's extent is its own vertices;flatNormal, the four lighting controls andalphaCutoffare new, because mesh is the first shaded type and the first with a cutout.