configureDepthAlphaMask method
void
configureDepthAlphaMask({
- bool? masked,
- required TextureSource? texture,
- TextureTransform? transform,
- int texCoord = 0,
- double cutoff = 0.5,
- double alpha = 1.0,
Configures cutout coverage for the depth-writing passes: the camera depth, the shadow maps, and the main pass's coverage pre-draw, which is what cuts the surface out on screen.
masked defaults to whether a texture is given; pass true to mask by
the constant and vertex-color alpha alone (sampling white).
Implementation
@protected
void configureDepthAlphaMask({
bool? masked,
required TextureSource? texture,
TextureTransform? transform,
int texCoord = 0,
double cutoff = 0.5,
double alpha = 1.0,
}) {
_depthMasked = masked ?? texture != null;
_depthMaskTexture = texture;
_depthMaskTransform = transform ?? TextureTransform();
_depthMaskTexCoord = texCoord.clamp(0, 1);
_depthMaskCutoff = cutoff;
_depthMaskAlpha = alpha;
}