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# init(scale:texture:)

Creates a clearcoat roughness object using a single value or a
texture.

```
init(scale: Float = 1.0, texture: PhysicallyBasedMaterial.Texture? = nil)
```

## Parameters

`scale`

The clearcoat roughness value for the entire material.

`texture`

The clearcoat roughness values as a UV-mapped image.

## Discussion

A clearcoat is a separate layer of transparent specular highlights
used to simulate a clear transparent coating, like the paint on a
car, or the surface of lacquered objects. When you enable clearcoat
rendering for a material, RealityKit renders the clearcoat as a
separate layer just above the surface of the entity. You can specify
a clearcoat roughness value for the clearcoat to indicate how much
the clearcoat scatters light that bounces off of it, which softens
and spreads out the highlights.

This initializer creates an object that specifies the clearcoat
roughness for a material using a single value for the entire
material, a UV-mapped image, or both.

If you specify `texture`, RealityKit calculates the clearcoat
roughness for the entity by UV-mapping `texture` onto the entity and
multiplying the value of each mapped pixel by `scale`. If you don’t
specify a `texture`, then RealityKit uses `scale` as the entire
entity’s clearcoat roughness. If you provide a color image for
`texture` rather than a grayscale image, RealityKit only uses the
intensity of the image’s red channel.

---

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