OptionalopacityOptionalalphaopaque-mode cutout threshold. Defaults to MESH_DEFAULTS.
OptionalbaseThe visual material's base-colour texture, when it has one.
Supplied so the pick pass can multiply the texture's ALPHA into coverage —
the visual shader does, so an RGBA basemap's cutout holes exist on screen, and
a pick pass that ignored the texture would leave them pickable and
depth-occluding. The exact visual/pick divergence syncMeshPickAppearance
exists to prevent.
Build-time, not a runtime setter, because it decides whether the program
declares a sampler and reads uv at all — and has_texture is a per-node
constant, unlike the blending mode.
Node opacity — the second half of the coverage term. Defaults to 1.