{{tag>graphic skin texture transparency}} [[:start|Start Page]] >> [[:gamedev|Game Development with the Drag[en]gine]] >> [[gamedev:skinproperties|Skin Texture Properties]] >> [[gamedev:texturepropertylist|Texture Property Database]] >> **refraction.distort.strength** ====== Skin Texture Property: refraction.distort.strength ====== Defines the strength of the refraction distort effect. |Excepted Data Source|1 component value| |Data Range|any value| |Default Value|0.01| |Affected Modules|Graphic| |Linked Properties|[[gamedev:textureproperties:refraction_distort|refraction.distort]]| ====== Description ====== The **refraction.distort.strength** texture property is linked to the **[[gamedev:textureproperties:refraction_distort|refraction.distort]]** texture property. It defines the strength of the refraction distortion. The displacement is measured relative to the size of the render window. The source is typically a single component value representing the displacement percentage relative to the render window. 0.1 for example would be a maximum displacement of 10% of the render window width. Negative values are possible to invert the effect. The default value for this texture property is 0.01 (1% of render window). ====== Examples ====== {{ :gamedev:textureproperties:refraction_distort.png |Distorted refraction behind a transparent object}} Distorted refraction behind a transparent object. The distortion is not a true Fresnel based refraction but a Screen Space distortion. Using the **[[gamedev:textureproperties:refraction_distort_strength|refraction.distort.strength]]** texture property the strength of the distortion can be controlled. As image a normal map is used which allows to reuse the normal map also for distortion effects.