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Fix documentation links
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2 changed files with 3 additions and 3 deletions
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@ -21,7 +21,7 @@ use serde::{Deserialize, Serialize};
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pub struct Camera3d {
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/// The clear color operation to perform for the main 3d pass.
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///
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/// **Note:** When [`Camera3d::transmissive_steps`] > `0`, a fully opaque clear
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/// **Note:** When [`Camera3d::screen_space_specular_transmission_steps`] > `0`, a fully opaque clear
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/// color will “cover” the environment map light's texture, preventing it from
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/// being refracted “through” transmissive objects, even if there are no opaque
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/// objects behind them. To work around this issue, consider using a clear color
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@ -184,10 +184,10 @@ pub struct StandardMaterial {
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///
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/// Transmission is implemented as a relatively expensive screen-space effect that allows ocluded objects to be seen through the material.
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///
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/// - [`Camera3d::transmissive_steps`](bevy_core_pipeline::core_3d::Camera3d::transmissive_steps) can be used to enable transmissive objects
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/// - [`Camera3d::screen_space_specular_transmission_steps`](bevy_core_pipeline::core_3d::Camera3d::screen_space_specular_transmission_steps) can be used to enable transmissive objects
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/// to be seen through other transmissive objects, at the cost of additional draw calls and texture copies; (Use with caution!)
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/// - If a simplified approximation of specular transmission using only environment map lighting is sufficient, consider setting
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/// [`Camera3d::transmissive_steps`](bevy_core_pipeline::core_3d::Camera3d::transmissive_steps) to `0`.
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/// [`Camera3d::screen_space_specular_transmission_steps`](bevy_core_pipeline::core_3d::Camera3d::screen_space_specular_transmission_steps) to `0`.
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/// - If purely diffuse light transmission is needed, (i.e. “translucency”) consider using [`StandardMaterial::diffuse_transmission`] instead,
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/// for a much less expensive effect.
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#[doc(alias = "refraction")]
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