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Use more consistent names
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LeeTwentyThree committed Dec 27, 2024
1 parent d367f2e commit 26da129
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Showing 2 changed files with 5 additions and 5 deletions.
Original file line number Diff line number Diff line change
Expand Up @@ -5,7 +5,7 @@ namespace Nautilus.Utility.MaterialModifiers;
/// <summary>
/// A material modifier that changes the '_Fresnel' property of all materials.
/// </summary>
public class FresnelMaterialModifier : MaterialModifier
public class FresnelModifier : MaterialModifier
{
private readonly float _fresnel;
private static readonly int Fresnel = Shader.PropertyToID("_Fresnel");
Expand All @@ -22,7 +22,7 @@ public class FresnelMaterialModifier : MaterialModifier
/// <item>0.70: high fresnel; ideal for transparent membranes (ghost leviathans use this value).</item>
/// <item>1.00: full fresnel. Only geometry at a 90° angle is shiny, which results in essentially no reflections.</item>
/// </list></remarks>
public FresnelMaterialModifier(float fresnel)
public FresnelModifier(float fresnel)
{
_fresnel = fresnel;
}
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Original file line number Diff line number Diff line change
Expand Up @@ -5,7 +5,7 @@ namespace Nautilus.Utility.MaterialModifiers;
/// <summary>
/// A material modifier that enables a "waving" effect on all materials, commonly used for plants.
/// </summary>
public class WavingMaterialModifier : MaterialModifier
public class WavingEffectModifier : MaterialModifier
{
private static readonly int _waveUpMinParam = Shader.PropertyToID("_WaveUpMin");
private static readonly int _scaleParam = Shader.PropertyToID("_Scale");
Expand All @@ -28,11 +28,11 @@ public class WavingMaterialModifier : MaterialModifier
public Vector2 Speed { get; init; } = new Vector2(0.6f, 0.3f);

/// <summary>
/// Creates a <see cref="WavingMaterialModifier"/> that enables the plant waving effect on all materials.
/// Creates a <see cref="WavingEffectModifier"/> that enables the plant waving effect on all materials.
/// </summary>
/// <param name="waveUpMin">Also referred to as the "influence cutoff y". Range is 0-1. Higher values tend to lead
/// to higher intensities of the waving effect towards the "base" of the plant.</param>
public WavingMaterialModifier(float waveUpMin)
public WavingEffectModifier(float waveUpMin)
{
_waveUpMin = waveUpMin;
}
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