GLTF Parser Hooks

Yo @bghgary … this is how i am emulating render type for alpha mode on a standard material in my GLTF Extension… baseColorAlpha = material.pbrMetallicRoughness.baseColorFactor[3];

        // ALPHA PROPERTIES

        babylonMaterial.alpha = baseColorAlpha;             // Note: Default Base Color Alpha
        const alphaMode = material.alphaMode || BABYLON.GLTF2.MaterialAlphaMode.OPAQUE;
        switch (alphaMode) {
            case BABYLON.GLTF2.MaterialAlphaMode.OPAQUE: {  // Note: Normal-Mode (OPAQUE)
                babylonMaterial.alpha = 1.0;                // Note: Reset Alpha To Opaque
                break;
            }
            case BABYLON.GLTF2.MaterialAlphaMode.MASK: {    // Note: Transparency-Cutout (ALPHATEST)
                babylonMaterial.alpha = baseColorAlpha;     // Reset To Base Color Alpha
                babylonMaterial.alphaCutOff = (material.alphaCutoff == undefined ? 0.5 : material.alphaCutoff);

                // Dunno About This
                //if (babylonMaterial.diffuseTexture) {
                //    babylonMaterial.diffuseTexture.hasAlpha = true;
                //}
                break;
            }
            case BABYLON.GLTF2.MaterialAlphaMode.BLEND: {   // Note: Transparency (ALPHABLEND)
                babylonMaterial.alpha = baseColorAlpha;     // Reset To Base Color Alpha

                // Dunno About This
                //if (babylonMaterial.diffuseTexture) {
                //    babylonMaterial.diffuseTexture.hasAlpha = true;
                //    babylonMaterial.useAlphaFromDiffuseTexture = true;
                //}
                break;
            }
            default: {
                throw new Error(`${context}/alphaMode: Invalid value (${material.alphaMode})`);
            }
        }

Am i close or WAY OFF in trying to emulate the Transparency (BLEND) and Transparency-Cutoff (MASK)

???