ReadonlyattributesReadonlyclassReadonlycompositingReadonlycoverageReadonlydefinitionReadonlyidReadonlyisReadonlyisReadonlyisReadonlymaterialReadonlyuniformReadonlyuniformsForward renderer queue selected from compositing and pass resource dependencies.
An unblended transmission surface remains compositionally opaque, but it must execute after the opaque scene copy exists and therefore belongs to the transparent/after-opaque queue.
Whether the forward pass composites this surface with an existing color attachment.
Whether the forward shader samples the opaque scene-color copy.
Monotonic instance-data revision observed independently by each renderer.
Advance the data revision after mutating a referenced vector, color, matrix, or custom binding value. Texture-slot and built-in scalar accessors call this automatically.
Bind data to a slot already declared by the immutable definition.
StaticforReturn the shared default material for a texture. Sharing this exact object is what lets the renderer merge sprites into one instanced draw.
Portable atlas material used by Sprite batches.
One instance stream carries UV rectangle, logical size/anchor, and tint. The existing shared instance compiler supplies transforms as WebGL2 vertex attributes or the WebGPU InstanceBlock.