Update section on texture packing

This commit is contained in:
Marco Buono 2023-04-25 00:00:35 -03:00
parent 3862e82df5
commit e25b7fea3a

View file

@ -164,13 +164,19 @@ pub struct StandardMaterial {
/// **Important:** The [`StandardMaterial::diffuse_transmission`] property must be set to a value higher than 0.0,
/// or this texture won't have any effect.
///
/// **Note:** Due to how channels are mapped, you can more efficiently use a single shared texture image
/// ## Texture Packing
///
/// Due to how channels are mapped, you can more efficiently use a single shared texture image
/// for configuring the following:
///
/// - R - `transmission_texture`
/// - G - `thickness_texture`
/// - B - _unused_
/// - A - `diffuse_transmission_texture`
///
/// The `KHR_materials_diffuse_transmission` glTF extension also defines a `diffuseTransmissionColorTexture`,
/// that _we don't currently support_. One might choose to pack the intensity and color textures together,
/// using RGB for the color and A for the intensity, in which case this packing advice doesn't really apply.
#[texture(17)]
#[sampler(18)]
pub diffuse_transmission_texture: Option<Handle<Image>>,
@ -196,13 +202,19 @@ pub struct StandardMaterial {
/// **Important:** The [`StandardMaterial::transmission`] property must be set to a value higher than 0.0,
/// or this texture won't have any effect.
///
/// **Note:** Due to how channels are mapped, you can more efficiently use a single shared texture image
/// ## Texture Packing
///
/// Due to how channels are mapped, you can more efficiently use a single shared texture image
/// for configuring the following:
///
/// - R - `transmission_texture`
/// - G - `thickness_texture`
/// - B - _unused_
/// - A - `diffuse_transmission_texture`
///
/// The `KHR_materials_diffuse_transmission` glTF extension also defines a `diffuseTransmissionColorTexture`,
/// that _we don't currently support_. One might choose to pack the intensity and color textures together,
/// using RGB for the color and A for the intensity, in which case this packing advice doesn't really apply.
#[texture(13)]
#[sampler(14)]
pub transmission_texture: Option<Handle<Image>>,
@ -226,13 +238,19 @@ pub struct StandardMaterial {
/// **Important:** The [`StandardMaterial::thickness`] property must be set to a value higher than 0.0,
/// or this texture won't have any effect.
///
/// **Note:** Due to how channels are mapped, you can more efficiently use a single shared texture image
/// ## Texture Packing
///
/// Due to how channels are mapped, you can more efficiently use a single shared texture image
/// for configuring the following:
///
/// - R - `transmission_texture`
/// - G - `thickness_texture`
/// - B - _unused_
/// - A - `diffuse_transmission_texture`
///
/// The `KHR_materials_diffuse_transmission` glTF extension also defines a `diffuseTransmissionColorTexture`,
/// that _we don't currently support_. One might choose to pack the intensity and color textures together,
/// using RGB for the color and A for the intensity, in which case this packing advice doesn't really apply.
#[texture(15)]
#[sampler(16)]
pub thickness_texture: Option<Handle<Image>>,