Luxar Viewer API Documentation - v2026.9.22
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    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.

    interface MeshPickTSLNodes {
        uNodeId: any;
        uOpacity: any;
        uAlphaCutoff: any;
        uAlphaCutout: any;
        uSurfaceDepth: any;
        uNearCull: any;
        uBaseColorTex?: any;
    }
    Index
    uNodeId: any
    uOpacity: any

    Node opacity — the second half of the coverage term.

    uAlphaCutoff: any

    Cutout threshold, read only when uAlphaCutout == 1.

    uAlphaCutout: any

    1 = opaque: apply the visual shader's identical hard cutout.

    uSurfaceDepth: any

    Pick 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.

    uNearCull: any

    Near-fade start distance, world units (scene-relative).

    uBaseColorTex?: any

    The 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.