OptionalkeepOptionalstorageAdd STORAGE usage to vertex/index buffers (for vertex-pulling shaders).
OptionalrootA transform pre-applied to every root node's local matrix. Use it to fix up
USD stage conventions the flattened render scene doesn't bake — most
commonly Z-up → Y-up (Mat4.rotationX(-Math.PI / 2)) or a metersPerUnit
scale. Default: identity (assumes the scene is already Y-up, meters). The
stage's upAxis/metersPerUnit metadata is not exposed by the TinyUSDZ
render-scene binding, so this is the supported correction hook.
OptionalocclusionStrength of the baked occlusion (AO) map in [0, 1], applied as
ao' = 1 + strength·(ao − 1) (matching glTF occlusionTexture.strength).
1 (default) uses the map as authored; lower values fade it toward 1 (no
occlusion). Useful because USD AO maps are often baked quite dark and
occlusion only affects indirect/IBL light — full strength can crush a model
lit mostly by an environment.
Retain CPU vertex/index data on each Mesh (for SDF baking etc.).