Skip to content

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.

Built for engineers and AI assistants working on Khada.