Anisotropy
Creates directional reflections perpendicular to surface features. Common in brushed metals, hair, vinyl records, fabrics.
Requires MATERIAL_ANISOTROPY constant.
Parameters
anisotropyStrength
float
Default:0
Strength of directional reflection (for brushed metal)
anisotropyRotation
float
Default:0
Rotation angle of anisotropic highlight direction
anisotropyTexture
texture
Default:White
Texture map for anisotropic properties
Example

anisotropyStrength: 1.0Tangent Space
Direction is relative to UV tangent. Use anisotropyRotation for additional offset.
Shader Implementation
// Rotation to direction vector
vec2 rotation = vec2(cos(anisotropyRotation), sin(anisotropyRotation));
// Texture channels
vec3 tex = texture(anisotropyTexture).rgb;
vec2 texDirection = tex.rg * 2.0 - 1.0; // RG: direction
anisotropyDirection = rotation_matrix * normalize(texDirection);
anisotropyStrength *= tex.b; // B: strength
Texture Maps
Anisotropy texture channels:
- RG: Direction vector (range -1 to 1, normalized)
- B: Strength multiplier (0-1)