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@@ -154,7 +154,7 @@ when you are looking at the surface head-on or at a glancing angle.
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float fresnel = sqrt(1.0 - dot(NORMAL, VIEW));
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float fresnel = sqrt(1.0 - dot(NORMAL, VIEW));
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And mix it into both ``ROUGHNESS`` and ``ALBEDO``. This is the benefit of
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And mix it into both ``ROUGHNESS`` and ``ALBEDO``. This is the benefit of
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-ShaderMaterials over StandardMaterial3Ds. With StandardMaterial3D, we could set
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+ShaderMaterials over SpatialMaterials. With SpatialMaterial, we could set
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these properties with a texture, or to a flat number. But with shaders we can
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these properties with a texture, or to a flat number. But with shaders we can
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set them based on any mathematical function that we can dream up.
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set them based on any mathematical function that we can dream up.
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