Enum ScyllaMaterialSurface
Identifies how a Lit material blends with the frame buffer, in pipeline-neutral terms.
Scylla.Core.Util.MaterialUtil maps this to the matching surface configuration on
the active render pipeline's Lit shader (URP, HDRP, or the Built-in Standard
shader): blend factors, depth write, render queue, and the surface-related keywords.
Namespace: Scylla.Core
Assembly: ScyllaCore.dll
Syntax
public enum ScyllaMaterialSurface
Remarks
The URP and Built-in Standard mappings are complete. The HDRP mapping is
best-effort: it sets the core surface properties, but some HDRP transparency edge cases
rely on HDRP's own material validation pass that this pipeline-agnostic utility does not
invoke.
Fields
| Name | Description |
|---|---|
| Cutout | An alpha-tested cutout surface. Fully opaque where the alpha exceeds the cutoff threshold and discarded elsewhere, keeping depth write enabled. Suited to foliage, chain-link, and other hard-edged masks. |
| Opaque | A fully opaque surface. No alpha blending, depth write enabled, rendered in the geometry queue. The alpha channel of the base color is ignored. |
| Transparent | An alpha-blended transparent surface. Blends with the frame buffer using the base color's alpha, disables depth write, and renders in the transparent queue after all opaque geometry. |