Function SingleScatterToMultiScatterAlbedoAsync
-
SingleScatterToMultiScatterAlbedoAsync(
name: string,
input: ITextureProcessOperand,
scene: Scene,
aniso?: number,
outputOptions?: ITextureProcessorOutputOptions,
): Promise<ITextureProcessOperand>Parameters
- name: string
Name for the resulting procedural texture (used only when a GPU pass is needed)
- input: ITextureProcessOperand
Single-scatter albedo operand to convert
- scene: Scene
Scene to create the texture in (used only when a GPU pass is needed)
- aniso: number = 0
Scattering anisotropy in
[-1, 1].0(default) is isotropic; positive values are forward-scattering. This inverts the anisotropic multi→single mapping:s^2 = (1 - rho_ss) / (1 - aniso * rho_ss), thenrho_ms = (1 - s)(1 - 0.139 s)/(1 + 1.17 s). Clamped to[-0.9999, 0.9999], as in the renderer. OptionaloutputOptions: ITextureProcessorOutputOptionsOptional render-target type, sampling, and mipmap settings.
Returns Promise<ITextureProcessOperand>
An operand containing the converted multi-scatter albedo
- name: string
Convert a single-scatter albedo operand to multi-scatter albedo using the OpenPBR/KHR approximation. This is the inverse of MultiScatterToSingleScatterAlbedoAsync. RGB is clamped to
[0, 1]before conversion and alpha is preserved.If the operand is constant, the conversion is performed on the CPU. Otherwise it is baked into a linear procedural texture. Input color-space conversion, channel selection, factors, UV transforms, metadata propagation, and intermediate disposal follow the other unary texture processor operations.