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Shaders/SkinnedMesh/Glass

Procedural glass shader (no diffuse texture), uses Fresnel and color parameters.

Parameters

  • No diffuse texture (NoDiffuseTexture = true)
  • Tint: Glass_Color1 (used as base color placeholder)
  • Fresnel/other params parsed from material (outside the profile list)
  • Bloom: disabled

Extractor Handling

  • Marks as procedural; may generate placeholder color when texture is absent.

Frontend Expectations

  • Converted to MeshPhysicalMaterial with transmission/roughness from parsed params.
  • Depth write disabled for transparency; placeholder base color used if no map.

Testing

  • Verify glass renders with expected transparency/IOR/thickness from params.
  • Ensure no missing texture errors; placeholder path works.

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