World transform.
OptionalalbedoBase albedo (linear RGB). Default mid-gray.
OptionalroughnessOptionalmetallicOptionalcolor0 = flat material albedo (lit by the engine), 1 = per-meshlet debug coloring.
OptionallodEnable continuous-LOD cut (requires a DAG mesh built via buildClusterDag).
OptionallodScreen-space error threshold in pixels when lod is on (default 2).
OptionalcastCast shadows into the directional cascaded shadow map (default true). Only
active in mode:'cascade' shadows (the default); clipmap/VSM is a follow-up.
OptionalterrainTriplanar terrain texturing: a 4-layer albedo array (ground/rock/cliff/snow)
blended by world height + slope. Replaces the flat albedo when set.
OptionalnormalArrayView?: GPUTextureView4-layer tangent-space normal-map array (matching albedo layer order) for per-layer micro-relief. Optional — falls back to geometry normals if absent.
World height that maps to the snow line.
Triplanar texture tiling (world units → UV; e.g. 0.08).
A clustered (meshlet) mesh instance drawn into the deferred G-buffer.