Add chromatic dispersion to mat's refraction: the refracted ray is split into
per-RGB indices of refraction. dispersion is Babylon's empirical dispersion
strength (glTF's KHR_materials_dispersion.dispersion maps to 20 / dispersion).
Requires transmission and volume — use with setPbrTransmission and a
subsurface.thickness. Call before the scene is first built.
Add chromatic dispersion to
mat's refraction: the refracted ray is split into per-RGB indices of refraction.dispersionis Babylon's empirical dispersion strength (glTF'sKHR_materials_dispersion.dispersionmaps to20 / dispersion). Requires transmission and volume — use with setPbrTransmission and asubsurface.thickness. Call before the scene is first built.