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The StandardMaterial.reflectionTexture specifies the texture that should be reflected, which can then be controlled in intensity by its .level property or additionally by FresnelParameters. However both of those properties only influence the reflectionTexture uniformly. Is there a chance to add a reflectionLevelTexture that specifies the reflection intensity as a map? This would be handy in situations like creating furniture where only the glass part needs to reflect, but not the wood part, or buildings where the windows need to reflect but not the walls. Now, its always possible to make two meshes or use MultiMaterials, one with a reflecting material, and one without (which is what I'm currently doing), but that adds one draw call per mesh, causes z buffer issues, and is convoluted to model.