Optionalicon: Texture<unknown, TextureEventMap>OptionaldepthTest?: booleanDisable to draw over occluders instead of being clipped by them. Default true.
OptionaloccludedPass?: booleanBuild the ghost pass: reverse the depth test (GreaterDepth) so the
material draws only where geometry occludes it. Pair with strength.
Optionalstrength?: numberAlpha multiplier — the ghost pass's dimming. Default 1.
Camera-facing icon material for one resource type.
The quad is billboarded in view space — the instance matrix contributes only its translation, and the corners are pushed out along the view axes — so icons stay legible from every camera angle without any per-frame CPU work.
Fog is read from the same
FogDatatexture the terrain samples, through a per-instancecellIndexattribute, so an icon follows the memory tiers its ground does: hidden while unexplored, dimmed once explored but out of sight, full strength while visible.