Sets reflection opacity/visibility (0.0=no reflection, 1.0=full reflection) for reflective entity. Takes entity (reflective entity handle), alpha (opacity, clamped 0.0-1.0). Returns nothing. Validates entity is reflective (isReflective=true), clamps alpha to 0.0-1.0 range, stores in entity.reflectionIntensity, updates reflection material baseColorFactor.w (alpha channel). Alpha controls blending: 0.0 shows base surface only (no reflection visible), 1.0 shows full reflection (reflection fully visible).
Sets reflection opacity/visibility (0.0=no reflection, 1.0=full reflection) for reflective entity. Takes entity (reflective entity handle), alpha (opacity, clamped 0.0-1.0). Returns nothing. Validates entity is reflective (isReflective=true), clamps alpha to 0.0-1.0 range, stores in entity.reflectionIntensity, updates reflection material baseColorFactor.w (alpha channel). Alpha controls blending: 0.0 shows base surface only (no reflection visible), 1.0 shows full reflection (reflection fully visible). If reflection tint enabled, RGB uses entity color from b3dSetEntityColorFX, otherwise uses white (1,1,1) for natural reflection colors.
This function controls reflection visibility strength for water/mirror surfaces. Alpha parameter: reflection opacity/intensity, clamped 0.0-1.0. alpha=0.0: base surface fully visible, reflection invisible (shows underlying grid color/texture). alpha=1.0: reflection fully visible, maximum mirror effect. Intermediate values (0.3-0.7): semi-transparent reflections for water, wet surfaces, tinted glass. Material update: modifies reflection material's baseColorFactor.w (alpha channel in RGBA). RGB channels depend on tint setting: if tint enabled (via b3dEnableEntityReflectionTint), uses entity color from b3dSetEntityColorFX to tint reflection, if tint disabled, uses white (1,1,1) for natural reflection colors. Use cases: (1) Water surfaces (alpha=0.5-0.7 for semi-transparent water), (2) Polished floors (alpha=0.3-0.5 for subtle reflection), (3) Mirrors (alpha=1.0 for full reflection), (4) Wet surfaces (alpha=0.2-0.4 for dampness), (5) Fading reflections (animate alpha for transition effects). Common pattern: water=b3dCreateReflectiveGrid(...), b3dSetEntityColorFX(water, 50, 100, 200), b3dSetEntityReflectionAlphaFX(water, 0.6), creates blue-tinted semi-transparent water with 60% reflection visibility. Entity requirement: must be reflective entity (created with b3dCreateReflectiveGrid or marked isReflective=true). Non-reflective entities ignored. Reflection intensity: stored in entity.reflectionIntensity field, persists across material changes. Interaction with tint: alpha controls visibility, tint controls color (enable/disable via b3dEnableEntityReflectionTint). Performance: changing alpha is lightweight (material property update only, no texture recreation). Typical values: water=0.5-0.7, polished marble=0.3-0.5, mirror=0.9-1.0, wet pavement=0.2-0.4. Animation: smooth transitions possible (lerp alpha over time for fading reflections). Related: b3dSetEntityColorFX sets entity base color (used as tint if tint enabled), b3dEnableEntityReflectionTint toggles color tinting, b3dEnableReflection enables/disables entire reflection system.