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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 — for a texture paint a ColorMatrixAtlas row + 1 (≤ 0 = unfiltered), ignored for solid; 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), on the quad's pixel grid when it has one.

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.