TSL: the per-instance scatterParams of a scattered object (x = yaw in radians, y = brightness tint, z = random
0..1, w = 0). On geometry without that attribute (e.g. the same material on a single hand-placed mesh) it is the
neutral vec4(0, 1, 0.5, 0), so materials can use it unconditionally.
TSL: the per-instance
scatterParamsof a scattered object (x = yaw in radians, y = brightness tint, z = random 0..1, w = 0). On geometry without that attribute (e.g. the same material on a single hand-placed mesh) it is the neutralvec4(0, 1, 0.5, 0), so materials can use it unconditionally.