TSL / NodeMaterial counterpart to MeshPickingMaterial.
Mirrors the GLSL wrapper one-for-one โ same constructor signature, same
setPickMode / setPickSide / updateOpacityUniform / updateAlphaCutoff
surface, same MeshPickAwareMaterial contract, and the same half-consumed
CameraAwareMaterial one (resolution/isOrtho ignored, the near-fade start
taken).
Uniform plumbing. This class owns one UniformNode per shader input. The
public uniforms record exposes each node as an IUniform-shaped
getter/setter proxy (proxyIUniform in tsl-helpers.ts), so mutations to
material.uniforms.uX.value land directly on node.value โ no per-render
.onUpdate callback bridge.
No rebuild path. Every mode-dependent behaviour here is a runtime uniform
(ยง6.5), so unlike the line/point pick wrappers there is no config-flip that
rebuilds the graph: the factory runs exactly once, in the constructor. That is
the whole reason the cutout and the depth convention are uniforms rather than
build flags โ a layers-panel mode switch is a uniform write, not a recompile.
TSL / NodeMaterial counterpart to
MeshPickingMaterial.Mirrors the GLSL wrapper one-for-one โ same constructor signature, same
setPickMode/setPickSide/updateOpacityUniform/updateAlphaCutoffsurface, sameMeshPickAwareMaterialcontract, and the same half-consumedCameraAwareMaterialone (resolution/isOrtho ignored, the near-fade start taken).Uniform plumbing. This class owns one
UniformNodeper shader input. The publicuniformsrecord exposes each node as anIUniform-shaped getter/setter proxy (proxyIUniformintsl-helpers.ts), so mutations tomaterial.uniforms.uX.valueland directly onnode.valueโ no per-render.onUpdatecallback bridge.No rebuild path. Every mode-dependent behaviour here is a runtime uniform (ยง6.5), so unlike the line/point pick wrappers there is no config-flip that rebuilds the graph: the factory runs exactly once, in the constructor. That is the whole reason the cutout and the depth convention are uniforms rather than build flags โ a layers-panel mode switch is a uniform write, not a recompile.