ReadonlyuReadonlyuNode opacity — the second half of the coverage term.
ReadonlyuCutout threshold, read only when uAlphaCutout == 1.
Readonlyu1 = opaque: apply the visual shader's identical hard cutout.
ReadonlyuPick depth convention selector: 0 = brightness-as-depth (brightest wins;
the commutative modes), 1 = real fragment depth (front-most wins; the
opaque/normal surface modes). Mirrors the GLSL uSurfaceDepth.
ReadonlyuNear-fade start distance, world units (scene-relative).
Optional ReadonlyuThe visual material's base-colour texture, when the node has one.
Sampled for its ALPHA only — the pick pass has no colour output — because texture alpha multiplies coverage in the visual shader, so an RGBA basemap's cutout holes are real holes on screen and must not stay pickable or depth-occluding.
Pre-created TSL leaf nodes supplied by the wrapper class. Same pattern as
LinePickTSLNodes/GSplatPickTSLNodes— and shorter, because a mesh has no screen-space footprint to size: of the camera inputs it takes only the two the near fade needs, and no resolution or focal length.