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Class

CoverageQuadOps

static

Writes the unified paint vertex contract — colour, coverage (TEXCOORD2) and paint (TEXCOORD3) — into a reserved quad whose positions/UV0/UV1 were already copied from the glyph template by ReserveQuad. One writer shared by every layer kind so the contract lives in a single place.

Remarks

TEXCOORD3 is written only when the buffer is allocated (text uses a gradient/texture paint). Plain solid text leaves UV2/UV3 unallocated, so the shader reads 0 → Fill + Solid for free.
public static void Write()

Fills the four destination vertices. frame maps each vertex to its paint coordinate (gradient/texture); rampRow is the gradient's ramp row (ignored for solid/texture); fade (the component colour alpha) scales every layer's alpha so fading the text fades all layers together.

public static void Write()

Array-targeted overload for sub-mesh paths (texture paint) that accumulate into their own pooled buffers instead of the generator's. verts supplies the quad positions each gradient/texture coordinate is mapped from.

public static void ApplyOffset()

Displaces a reserved effect quad's four vertices in the X/Y plane (Z untouched).

public static void ModulateAlpha()

Multiplies each destination vertex alpha by the GLYPH's own alpha at the source face vertex (FaceAlpha — the pre-claim stash when a fill claimed the quad, so a layer never inherits another layer's paint alpha) — the canonical formula keeping outline / shadow / extrude / textured-fill fades synchronised with face fades (per-character <alpha> ramps, ColorModifier alpha). Run after Write, whose uniform alpha carries only the component-level fade.