diff options
Diffstat (limited to 'doc/resources.md')
-rw-r--r-- | doc/resources.md | 85 |
1 files changed, 45 insertions, 40 deletions
diff --git a/doc/resources.md b/doc/resources.md index 344101c..7ef22be 100644 --- a/doc/resources.md +++ b/doc/resources.md @@ -40,46 +40,47 @@ array. ombinations of g_\*, va_\* and tex_\* are multiplied except normal which is added. Defaults should be the identity for that operation, so default is 1 / white except normals are zero. -| Key | Value Type | | -| -------------------- | ------------------- | ------------------ | -| `name` | `String` | | -| `index` | `Res<[u32; 3]>` | | -| `armature` | `u32` | | -| `g_metallic` | `Float` | | -| `g_roughness` | `Float` | | -| `g_albedo` | `Vec3` | | -| `g_alpha` | `Float` | | -| `g_transmission` | `Float` | | -| `g_emission` | `Vec3` | | -| `g_refractive_index` | `Float` | | -| `g_attenuation` | `Vec3` | | -| `g_dispersion` | `Float` | | -| `g_thickness` | `Float` | | -| `g_unlit` | | | -| `g_double_sided` | | | -| `va_position` | `Res<[Vec3]>` | | -| `va_normal` | `Res<[Vec3]>` | | -| `va_tangent` | `Res<[Vec4]>` | Tangent+Handedness | -| `va_texcoord` | `Res<[Vec2]>` | | -| `va_roughness` | `Res<[Float]>` | | -| `va_metallic` | `Res<[Float]>` | | -| `va_albedo` | `Res<[Vec3]>` | | -| `va_alpha` | `Res<[Float]>` | | -| `va_transmission` | `Res<[Float]>` | | -| `va_emission` | `Res<[Vec3]>` | | -| `va_joint_weight` | `Res<[[Float; 4]]>` | | -| `va_joint_index` | `Res<[[u32; 4]]>` | | -| `tex_normal` | `Res<Texture>` | Use color channels | -| `tex_roughness` | `Res<Texture>` | Use green channel | -| `tex_metallic` | `Res<Texture>` | Use blue channel | -| `tex_albedo` | `Res<Texture>` | Use color channels | -| `tex_alpha` | `Res<Texture>` | Use alpha channel | -| `tex_transmission` | `Res<Texture>` | Use red channel | -| `tex_emission` | `Res<Texture>` | Use color channels | -| `tex_thickness` | `Res<Texture>` | Use green channel | -| `tex_occlusion` | `Res<Texture>` | Use red channel | -| `hint_mirror` | | | -| `hint_static` | | | +| Key | Value Type | | +| ------------------------ | ------------------- | ------------------ | +| `name` | `String` | | +| `index` | `Res<[u32; 3]>` | | +| `armature` | `u32` | | +| `g_metallic` | `Float` | | +| `g_roughness` | `Float` | | +| `g_albedo` | `Vec3` | | +| `g_alpha` | `Float` | | +| `g_transmission` | `Float` | | +| `g_emission` | `Vec3` | | +| `g_refractive_index` | `Float` | | +| `g_attenuation` | `Vec3` | | +| `g_dispersion` | `Float` | | +| `g_thickness` | `Float` | | +| `g_unlit` | | | +| `g_double_sided` | | | +| `va_position` | `Res<[Vec3]>` | | +| `va_normal` | `Res<[Vec3]>` | | +| `va_tangent` | `Res<[Vec4]>` | Tangent+Handedness | +| `va_texcoord` | `Res<[Vec2]>` | | +| `va_roughness` | `Res<[Float]>` | | +| `va_metallic` | `Res<[Float]>` | | +| `va_albedo` | `Res<[Vec3]>` | | +| `va_alpha` | `Res<[Float]>` | | +| `va_transmission` | `Res<[Float]>` | | +| `va_emission` | `Res<[Vec3]>` | | +| `va_joint_weight` | `Res<[[Float; 4]]>` | | +| `va_joint_index` | `Res<[[u32; 4]]>` | | +| `tex_normal` | `Res<Texture>` | Use color channels | +| `tex_roughness` | `Res<Texture>` | Use green channel | +| `tex_metallic` | `Res<Texture>` | Use blue channel | +| `tex_albedo` | `Res<Texture>` | Use color channels | +| `tex_alpha` | `Res<Texture>` | Use alpha channel | +| `tex_transmission` | `Res<Texture>` | Use red channel | +| `tex_emission` | `Res<Texture>` | Use color channels | +| `tex_thickness` | `Res<Texture>` | Use green channel | +| `tex_occlusion` | `Res<Texture>` | Use red channel | +| `hint_mirror` | | | +| `hint_hide_first_person` | | | +| `hint_static` | | | - **Attenuation**: Attenuation coefficient for each color channel due to scattering within the material volume expressed as e-folding distance (m^-1). @@ -100,6 +101,10 @@ white except normals are zero. the mirrors perspective. It can be assumed that the mesh is on a single plane. - **Static Hint**: Object will not move often. This allows implementations to choose instanced rending when MeshPart are added more than once. +- **Hide First-Person Hint**: Object should not be rendered if the prefab is the + own avatar and first person view is used. This is set for the head and hair + that should not be visible to yourself. See `thirdPersonOnly` variant of + [VRMC_vrm] `firstPerson.meshAnnotations.firstPersonFlag`. ## ArmaturePart |