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gamedev:textureproperties:refraction_distort_strength

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gamedev:textureproperties:refraction_distort_strength [2019/05/09 08:34] – removed dragonlordgamedev:textureproperties:refraction_distort_strength [2019/05/09 08:34] – created dragonlord
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 +{{tag>graphic skin texture transparency}}
 +<WRAP youarehere>
 +[[:start|Start Page]] >> [[gamedev:main|Game Development with the Drag[en]gine]] >> [[gamedev:skinproperties|Skin Texture Properties]] >> [[gamedev:texturepropertylist|Texture Property Database]] >> **refraction.distort.strength**
 +</WRAP>
  
 +====== Skin Texture Property: refraction.distort.strength ======
 +
 +Defines the strength of the refraction distort effect.
 +
 +|Excepted Data Source|1 component value|
 +|Data Range|any value|
 +|Default Value|0.01|
 +|Affected Modules|Graphic|
 +|Linked Properties|[[gamedev:textureproperties:refraction_distort|refraction.distort]]|
 +
 +====== Description ======
 +
 +The **refraction.distort.strength** texture property is linked to the **[[gamedev:textureproperties:refraction_distort|refraction.distort]]** texture property. It defines the strength of the refraction distortion. The displacement is measured relative to the size of the render window.
 +
 +The source is typically a single component value representing the displacement percentage relative to the render window. 0.1 for example would be a maximum displacement of 10% of the render window width. Negative values are possible to invert the effect.
 +
 +The default value for this texture property is 0.01 (1% of render window).
 +
 +====== Examples ======
 +
 +<WRAP center 100%>
 +<WRAP center box 500px>
 +{{ :gamedev:textureproperties:refraction_distort.png |Distorted refraction behind a transparent object}}
 +<WRAP centeralign>Distorted refraction behind a transparent object. The distortion is not a true Fresnel based refraction but a Screen Space distortion. Using the **[[gamedev:textureproperties:refraction_distort_strength|refraction.distort.strength]]** texture property the strength of the distortion can be controlled. As image a normal map is used which allows to reuse the normal map also for distortion effects.</WRAP>
 +</WRAP>
 +</WRAP>
gamedev/textureproperties/refraction_distort_strength.txt · Last modified: 2019/05/24 23:43 by dragonlord