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-rw-r--r--doc/resources.md85
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