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Fix additional documentation links
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2 changed files with 3 additions and 4 deletions
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@ -605,12 +605,11 @@ pub struct NotShadowCaster;
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#[derive(Component, Reflect, Default)]
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#[reflect(Component, Default)]
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pub struct NotShadowReceiver;
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/// Add this component to make a [`Mesh`](bevy_render::mesh::Mesh) not receive shadows
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/// on its diffuse transmission lobe.
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///
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/// Useful, for example, when a thick translucent mesh using [`StandardMaterial::diffuse_transmission`]
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/// has a complicated shape that's hard to model via [`StandardMaterial::thickness`], and you'd like
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/// Useful, for example, when a thick translucent mesh using [`StandardMaterial::diffuse_transmission`](crate::pbr_material::StandardMaterial::diffuse_transmission)
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/// has a complicated shape that's hard to model via [`StandardMaterial::thickness`](crate::pbr_material::StandardMaterial::thickness), and you'd like
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/// to avoid self-shadows from affecting the transmitted light.
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///
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/// **Note:** Setting [`NotShadowReceiver`] disables both regular and transmitted shadows.
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@ -154,7 +154,7 @@ pub struct StandardMaterial {
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/// for the front Lambertian lobe when an object is illuminated primarily from a single direction.
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///
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/// **Note:** Typically used in conjunction with [`StandardMaterial::thickness`]. To avoid self-shadows on complicated
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/// mesh shapes without having to fine tune the thickness, consider using the [`NotTransmittedShadowReceiver`] component.
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/// mesh shapes without having to fine tune the thickness, consider using the [`NotTransmittedShadowReceiver`](crate::light::NotTransmittedShadowReceiver) component.
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pub diffuse_transmission: f32,
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/// The amount of light transmitted _specularly_ through the material (i.e. via refraction)
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