Camera view-projection used to rasterize the clusters (jittered, to match the engine's mesh draws).
Base albedo (linear RGB) when colorMode is 0.
0 = flat material albedo, 1 = per-meshlet debug coloring.
OptionalheightTERRAIN variant only: world height that maps to the snow line (for the splat blend).
OptionaltexTERRAIN variant only: triplanar texture tiling (world units → UV).
Per-frame draw parameters for ClusterGBufferPass.updateParams.