using AcDream.Core.Meshing; namespace AcDream.App.Rendering.Wb; /// /// AC-specific surface render metadata that WB's MeshBatchData /// doesn't carry. Computed at mesh-extraction time and looked up by the /// draw dispatcher to drive translucency / sky-pass / fog behavior. /// /// /// All fields mirror those on today's so /// behavior is preserved bit-for-bit through the migration. /// /// public sealed record AcSurfaceMetadata( TranslucencyKind Translucency, float Luminosity, float Diffuse, float SurfOpacity, bool NeedsUvRepeat, bool DisableFog);