BitmapData material which creates reflections based on a cube map.
The reflection strength changes based on the refraction of the material and its environment,
as well as the angle of view. This can be used to create water-like reflections.
envMapAlpha:Number
[read-write]
The opacity of the environment map, ie: how reflective the surface is. 1 is a perfect mirror.
Implementation
public function get envMapAlpha():Number
public function set envMapAlpha(value:Number):void
refractionStrength:Number
[read-write]
The maximum amount of refraction to be performed on the diffuse texture, used to simulate water
Implementation
public function get refractionStrength():Number
public function set refractionStrength(value:Number):void
public function FresnelPBMaterial(bitmap:BitmapData, normalMap:BitmapData, envMap:BitmapData, targetModel:Mesh, init:Object = null)
Parameters
| bitmap:BitmapData — The texture to be used for the diffuse shading
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| normalMap:BitmapData — An object-space normal map
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| envMap:BitmapData — The spherical environment map used for reflections
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| targetModel:Mesh — The target mesh for which this shader is applied
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| init:Object (default = null ) — An initialisation object
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Init Parameters
| envMapAlpha:Number (default = 1) |
| outerRefraction:Number (default = 1.0008) |
| innerRefraction:Number (default = 1.330) |
| refractionStrength:Number (default = 1) |
protected override function updatePixelShader(source:Object3D, view:View3D):void
Parameters