From 9fc4fd0b24714ac626807f705eb836888217b54c Mon Sep 17 00:00:00 2001 From: Davide Cristini Date: Fri, 14 Feb 2025 00:20:17 +0100 Subject: [PATCH] docs: update mesh-reflector-material.mdx (#2349) --- docs/shaders/mesh-reflector-material.mdx | 7 ------- 1 file changed, 7 deletions(-) diff --git a/docs/shaders/mesh-reflector-material.mdx b/docs/shaders/mesh-reflector-material.mdx index 19751cb57..905b989b9 100644 --- a/docs/shaders/mesh-reflector-material.mdx +++ b/docs/shaders/mesh-reflector-material.mdx @@ -32,13 +32,6 @@ Easily add reflections and/or blur to any mesh. It takes surface roughness into depthToBlurRatioBias={0.25} // Adds a bias factor to the depthTexture before calculating the blur amount [blurFactor = blurTexture * (depthTexture + bias)]. It accepts values between 0 and 1, default is 0.25. An amount > 0 of bias makes sure that the blurTexture is not too sharp because of the multiplication with the depthTexture distortion={1} // Amount of distortion based on the distortionMap texture distortionMap={distortionTexture} // The red channel of this texture is used as the distortion map. Default is null - debug={0} // Depending on the assigned value, one of the following channels is shown: - //0 = no debug - //1 = depth channel - //2 = base channel - //3 = distortion channel - //4 = lod channel (based on the roughness) - // reflectorOffset={0.2} // Offsets the virtual camera that projects the reflection. Useful when the reflective surface is some distance from the object's origin (default = 0) />