pub struct EyeRefractMaterial {Show 15 fields
pub iris: String,
pub cornea_texture: String,
pub cornea_bump_strength: f32,
pub parallax_strength: f32,
pub dilation: f32,
pub light_warp_texture: String,
pub env_map: String,
pub glossiness: f32,
pub ambient_occlusion_texture: String,
pub ambient_occlusion_color: Vec3,
pub ambiento_cclusion: f32,
pub half_lambert: bool,
pub ray_trace_sphere: bool,
pub sphere_tex_kill_combo: bool,
pub eye_ball_radius: f32,
}Fields§
§iris: StringUsually referred to as a “sludge-layer”, acts as a layer on top of the surface of the $AboveWater Material.
cornea_texture: StringA texture to specify the shape of the cornea, similar to a normal map. Influences lighting and dilation. The red and green channels are used for the normal mapping, the blue channel is a mask for parallax mapping (straight multiply), and the alpha channel seems to be a multiplier for lighting. Because the $iris is warped in various ways the normals will not match 1-to-1 with the base texture.
cornea_bump_strength: f32Strength of the $corneatexture.
parallax_strength: f32How much the viewing angle should influence the positioning of the eye
dilation: f32Dilates the pupil using the cornea texture to determine the shape of dilation. Default 0.5.
light_warp_texture: String1-dimensional texture which remaps lighting colors.
env_map: StringEnables cubemap reflections. This shader has a specific cubemap made for it, engine/eye-reflection-cubemap-.vtf, but others can be used, including env_cubemap.
glossiness: f32The opacity of the cubemap reflection. Does not affect the eye glint. Default 0.5.
ambient_occlusion_texture: StringAn ambient occlusion texture overlaid onto the entire eye
ambient_occlusion_color: Vec3Tints the $ambientoccltexture
ambiento_cclusion: f32Strength of the dynamic ambient occlusion.
half_lambert: boolEnables half-lambertian lighting
ray_trace_sphere: boolEnables sphere raytracing. Each pixel is raytraced to allow sharper angles to look more accurate.
sphere_tex_kill_combo: boolRequires $raytracesphere 1. Causes pixels which don’t hit the raytraced sphere to be transparent, instead of rendering the “non-raytraced” eye behind it.
eye_ball_radius: f32Requires $raytracesphere 1. Radius of the eyeball. Should be the diameter of the eyeball divided by 2
Trait Implementations§
Source§impl Clone for EyeRefractMaterial
impl Clone for EyeRefractMaterial
Source§fn clone(&self) -> EyeRefractMaterial
fn clone(&self) -> EyeRefractMaterial
1.0.0 · Source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
source. Read more