MaterialSpec.alphaMode ​

Contract 2.0.0 · package sha256 a857eca95b35921109faf997094bb4192f12527d9d0fcd4be7e97f06425bad6e · generated from configurator-runtime.d.ts by services/onsite-scripter/scripts/build-contract-docs.mjs; edit the source, not this file.

Property of MaterialSpec · inherited by MaterialInput · stable · since 2.0.0

ts
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'

Generic-API test (spec 3.1) ​

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)