Taos API Reference
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    Class CustomShaderMaterial

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    Properties

    name?: string

    Optional human-readable name (e.g. the source glTF material name). Display only — the editor surfaces it in the Inspector; the renderer never keys on it.

    transparent: boolean = false

    True for alpha-blended materials. ForwardPass routes these through its transparent sub-pass (after opaque) with depth-write disabled.

    cullMode: GPUCullMode = 'back'

    Face-culling mode used when a pass builds this material's render pipeline: 'back' (default) culls back faces, 'front' culls front faces, 'none' draws both sides. A per-draw doubleSided flag (e.g. mixed-winding tile content) forces 'none' regardless of this setting. Passes fold this into their pipeline cache key, so it may differ between instances sharing a shaderId.

    depthBias: number = 0

    Constant polygon depth-bias applied when a pass builds this material's render pipeline. A positive value nudges this material's fragments toward the camera (the pass multiplies it by RenderContext.depthBiasSign so the sign is correct under standard- or reversed-Z), so coincident geometry drawn on top of other surfaces — draped vector overlays / decals sitting exactly on terrain — wins the depth test instead of Z-fighting. 0 (default) adds no bias. Units follow WebGPU depthBias (depth-buffer units; for a float depth target the effective offset scales with the fragment's exponent, so depthBiasSlopeScale is usually the more robust knob). Passes fold it into their pipeline cache key, so it may differ between instances sharing a shaderId.

    depthBiasSlopeScale: number = 0

    Slope-scaled companion to depthBias (WebGPU depthBiasSlopeScale): bias proportional to the polygon's depth slope, so steeply-angled draped geometry gets more offset where it needs it (grazing angles) and less where it doesn't. Same toward-the-camera sign convention as depthBias. 0 (default) = no slope bias. Also part of the pipeline cache key.

    time: number = 0

    Seconds since start; the shader reads this as sg_time / s.time.

    textures: (Texture | null)[] = ...

    Optional textures the shader samples as tex0..tex3 (null → 1×1 white).

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