OptionalflagsOptional shader flags to compile variants (e.g. USE_TEXTURE_ARRAY)
The properties (uniforms) for the material. Key: Property name as defined in ShaderDefinition layout.
The ID of the shader to use.
OptionalstateOptional GPU state overrides for this specific draw call.
Optionalblending?: BlendingModeOptionalculling?: CullModeOptionaldepthTest?: booleanOptionaldepthWrite?: booleanOptionalisSprite?: booleanWhether this object should be treated as a camera-facing sprite (billboarding).
Optionaltopology?: TopologyThe primitive topology (e.g., TRIANGLE_LIST or LINE_LIST). Defaults to TRIANGLE_LIST.
Optionaltransparent?: booleanOptionalwireframeMode?: "structural" | "triangles"The wireframe mode. Defaults to "structural".
The textures for the material. Key: Texture name as defined in ShaderDefinition layout.
The RenderManifest is the "order sheet" that a material passes to the renderer to describe its requirements.