{{tag>graphic skin texture transparency}}
[[:start|Start Page]] >> [[:gamedev|Game Development with the Drag[en]gine]] >> [[gamedev:skinproperties|Skin Texture Properties]] >> [[gamedev:texturepropertylist|Texture Property Database]] >> **refraction.distort.strength**
====== 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 ======
{{ :gamedev:textureproperties:refraction_distort.png |Distorted refraction behind a transparent object}}
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.