SpatialMaterial.depthDeepParallax

If true, the shader will read depth texture at multiple points along the view ray to determine occlusion and parrallax. This can be very performance demanding, but results in more realistic looking depth mapping.

  1. bool depthDeepParallax [@property getter]
  2. bool depthDeepParallax [@property setter]
    struct SpatialMaterial
    @nogc nothrow @property
    void
    depthDeepParallax
    (
    bool v
    )

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