depthAlphaMasked property

  1. @override
bool get depthAlphaMasked

Whether the depth-writing passes (the shadow map and the camera depth prepass) must alpha-test this material's coverage instead of writing its full geometry, so cutout surfaces (foliage, fences) occlude, shadow, and receive screen-space effects only where they are actually opaque. When true, those passes draw with a masked fragment shader (which needs the full-vertex varyings, so the position-only depth path is skipped) and call bindDepthAlphaMask. The base material writes full geometry.

Implementation

@override
bool get depthAlphaMasked => alphaMode == AlphaMode.mask;