SpatialMaterial.refractionTextureChannel

Specifies the channel of the aoTexture in which the ambient occlusion information is stored. This is useful when you store the information for multiple effects in a single texture. For example if you stored metallic in the red channel, roughness in the blue, and ambient occlusion in the green you could reduce the number of textures you use.

  1. SpatialMaterial.TextureChannel refractionTextureChannel [@property getter]
  2. long refractionTextureChannel [@property setter]
    struct SpatialMaterial
    @nogc nothrow @property
    void
    refractionTextureChannel
    (
    long v
    )

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