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
MeshPhysicalMaterialwith 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.