struct
#include <esp/gfx/PbrDrawable.h>
VolumeLayer Structure holding volume-layer values
Public variables
- float thicknessFactor
- Mn::GL::Texture2D* thicknessTexture
- float attenuationDist
-
Mn::
Color3 attenuationColor
Variable documentation
float esp:: gfx:: PbrDrawable:: PBRMaterialCache:: VolumeLayer:: thicknessFactor
The thickness of the volume beneath the surface. The value is given in the coordinate space of the mesh. If the value is 0 the material is thin-walled. Otherwise the material is a volume boundary. The doubleSided property has no effect on volume boundaries. Range is [0, +inf).
Mn::GL::Texture2D* esp:: gfx:: PbrDrawable:: PBRMaterialCache:: VolumeLayer:: thicknessTexture
A texture that defines the thickness, stored in the G channel. This will be multiplied by thicknessFactor. Range is [0, 1]
float esp:: gfx:: PbrDrawable:: PBRMaterialCache:: VolumeLayer:: attenuationDist
Density of the medium given as the average distance that light travels in the medium before interacting with a particle. The value is given in world space. Range is (0, +inf). Default is inf (treat -1).
Mn:: Color3 esp:: gfx:: PbrDrawable:: PBRMaterialCache:: VolumeLayer:: attenuationColor
The color that white light turns into due to absorption when reaching the attenuation distance.