'Y' (default — apply Y-up→Z-up) or 'Z' (no correction).
When true, force unlit (KHR_materials_unlit) tile materials to lit so engine lighting / AO / atmosphere / shadows affect them.
Tile tree depth, recorded on the content for the tile-LOD debug view.
OptionaltileECEF center of the tile's bounding volume, recorded on the content so it can be located geographically (e.g. for terrain clamping).
OptionaluseWhen true, decode this tile's geometry on a Worker (off the main thread) via getTileDecodePool; GPU upload + material loading still run here. Falls back to inline decode automatically if the worker pool is unavailable.
OptionalbodyConstant ECEF translation applied between the tile transform and the floating- origin frame, so a body authored about its own center (e.g. the Moon, whose tiles are Moon-centered) is planted at a chosen point in the shared Earth-centric universe. Defaults to (0,0,0) — Earth content needs no offset. The tileset's bounds carry the same offset (see Tileset3D) so SSE/cull stay consistent.
OptionalalbedoMultiplies each material's base-color (albedo) tint, brightening the content under the same light. Used to make the Moon's physically-dark regolith read bright/ reflective in sunlight. Defaults to 1 (unchanged).
OptionalsmoothFor tile primitives that ship without normals (common on 3D-Tiles building meshes), generate area-weighted SMOOTH normals instead of the glTF-spec-default FLAT (per-face) normals. Flat (default) matches the spec and avoids the shading seams smoothing quilts across hard photogrammetry edges.
OptionalcollisionRetain a lightweight CPU triangle soup (TileContent.collision: world-baked positions + indices, no normals/uv) for this tile, so an app can build a physics collider from the rendered photogrammetry (e.g. to walk a character on it). Off by default — it costs a positions+indices copy per tile.
OptionalpickableRetain a CPU pick soup (TileContent.pickMeshes: world positions + indices +
per-vertex feature id) + extract the _FEATURE_ID_0/_BATCHID attribute, so a click
ray can select a feature. Off by default — costs the extra attribute + a per-tile soup,
and forces inline decode (the feature-id attribute isn't carried over the worker path).
OptionalmaterialOptional per-material hook applied to every PbrMaterial of the tile after the albedo boost, for app-specific look tweaks (e.g. the Moon's reflectance + a night-time emissive glow). Runs once per material at load; the loader marks it dirty afterward.
OptionalskirtWhen > 0, generate a radial SKIRT around each primitive's perimeter at decode: a
vertical curtain dropped toward the body center that hides the T-junction cracks where
this tile abuts a neighbor at a different LOD. 3D-Tiles has no runtime skirts and these
terrain b3dm tiles ship none, so the seams are otherwise raw. The depth scales with the
tile's relief × this factor (0 = off; 1 = tuned). Only sensible for terrain-like tilesets
(a planet surface) — leave 0 for photogrammetry/building tiles. See buildTileSkirts.
Accumulated f64 tile transform (parent · tile.transform), placing content in ECEF.