ReadonlyattributesReadonlyclassReadonlycompositingReadonlycoverageReadonlydefinitionLinear transmitted-light RGB, in [0, 1] per channel and independent of base color.
Initial transmitted RGB texture; the active texture-slot encoding defaults to sRGB.
Fraction of dielectric diffuse light transmitted to the opposite hemisphere, in [0, 1].
Initial linear alpha-channel diffuse transmission factor texture.
ReadonlyidReadonlyisReadonlymaterialLinear cloth sheen RGB reflectance, in [0, 1] per channel.
Initial sheen RGB texture; the active texture-slot encoding defaults to sRGB.
Unitless perceptual sheen roughness in [0, 1].
Initial linear alpha-channel sheen roughness texture.
Diffuse scattering strength in [0, 1].
Immutable RGB diffusion distances in scene world units, or null without scattering.
Readonlyradius: readonly [number, number, number]Positive red, green and blue diffusion distances in scene world units.
World-space slab bound for diffusion radii and depth rejection, in [0.00001, 10000].
ReadonlyuniformReadonlyuniformsForward 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.
Authored TAA history suppression written by the material's motion-vector pass.
Explicit composition class; transmission always keeps its sorted refraction contract.
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.
Mutable material data bound to one immutable MaterialDefinition.
Ordinary parameter and texture changes advance
revisionbut never alter the definition, resource layout, supported pass roles or shader topology. A topology change requires a new instance created with another definition.