parent
17c46f4add
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eec5915da8
@ -23,8 +23,8 @@ pub enum UvChannel {
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Uv1,
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}
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/// A material with "standard" properties used in PBR lighting
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/// Standard property values with pictures here
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/// A material with "standard" properties used in PBR lighting.
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/// Standard property values with pictures here:
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/// <https://google.github.io/filament/Material%20Properties.pdf>.
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///
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/// May be created directly from a [`Color`] or an [`Image`].
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@ -183,7 +183,7 @@ pub struct StandardMaterial {
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#[doc(alias = "specular_intensity")]
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pub reflectance: f32,
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/// The amount of light transmitted _diffusely_ through the material (i.e. “translucency”)
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/// The amount of light transmitted _diffusely_ through the material (i.e. “translucency”).
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///
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/// Implemented as a second, flipped [Lambertian diffuse](https://en.wikipedia.org/wiki/Lambertian_reflectance) lobe,
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/// which provides an inexpensive but plausible approximation of translucency for thin dielectric objects (e.g. paper,
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@ -221,7 +221,7 @@ pub struct StandardMaterial {
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#[cfg(feature = "pbr_transmission_textures")]
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pub diffuse_transmission_texture: Option<Handle<Image>>,
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/// The amount of light transmitted _specularly_ through the material (i.e. via refraction)
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/// The amount of light transmitted _specularly_ through the material (i.e. via refraction).
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///
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/// - When set to `0.0` (the default) no light is transmitted.
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/// - When set to `1.0` all light is transmitted through the material.
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@ -522,7 +522,7 @@ pub struct StandardMaterial {
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/// [`StandardMaterial::anisotropy_rotation`] to vary across the mesh.
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///
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/// The [`KHR_materials_anisotropy` specification] defines the format that
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/// this texture must take. To summarize: The direction vector is encoded in
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/// this texture must take. To summarize: the direction vector is encoded in
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/// the red and green channels, while the strength is encoded in the blue
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/// channels. For the direction vector, the red and green channels map the
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/// color range [0, 1] to the vector range [-1, 1]. The direction vector
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@ -414,7 +414,7 @@ pub trait AsBindGroup {
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)
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}
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/// Returns a vec of bind group layout entries
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/// Returns a vec of bind group layout entries.
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///
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/// Set `force_no_bindless` to true to require that bindless textures *not*
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/// be used. `ExtendedMaterial` uses this in order to ensure that the base
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