MaterialSpec.alphaMode ​Contract 2.0.0 · package sha256
a857eca95b35921109faf997094bb4192f12527d9d0fcd4be7e97f06425bad6e· generated fromconfigurator-runtime.d.tsbyservices/onsite-scripter/scripts/build-contract-docs.mjs; edit the source, not this file.
Property of MaterialSpec · inherited by MaterialInput · stable · since 2.0.0
alphaMode?: 'opaque' | 'mask' | 'blend';
'mask' cuts holes (also in the shadow) below alphaCutoff. 'blend' writes no depth, as glTF
loaders treat BLEND, also at alpha 1: labs.drawOrder orders it among transparent parts, and
labs.depthPrepass gives it depth without self-overlap.
Over a part, an omitted alphaMode keeps the underlying one, as every field does, so a ghost
over an opaque GLB material sets both,
find(q).set({ material: { alpha: 0.35, alphaMode: 'blend' } }); { alpha: 0.35 } alone
draws it solid. A stored MaterialNode's alpha map with alphaMapTextureEnabled: true brings
'blend' (spec section 8.2, rule 1).
Default: on a new mesh, 'blend' when alpha < 1 or an alpha map is set, else 'opaque'
| Rule | Result |
|---|---|
| 1. Neutral name | pass: alphaMode names no product |
| 2. A precedent | pass: Unity Material.renderQueue (row K13); Babylon.js AbstractMesh.renderingGroupId (row K13); glTF 2.0 alpha coverage (MASK) (row K14) |
| 3. Two apps, or labs | pass: 8 apps (ledger: app-4f16d2f6da, app-b362a81c85, app-b4ae2fce25, app-bcb7ef21da, app-ceb4eccc72, app-ddfb017681, app-fc07850558, app-fc306ec3dc; fleet cross-check: app-fc07850558) |
| 4. The cheaper fix first | decided per need in Appendix B: rows K13, K14 at tier labs, stable (a member only where no rule, data, asset or app code serves the need) |