未验证 提交 24ae1bb3 编写于 作者: A Alexey Knyazev 提交者: GitHub

Fix link in KHR_materials_transmission (#2102)

上级 4439e837
......@@ -233,7 +233,7 @@ Various techniques are available to trade off physical accuracy against realtime
[Autodesk Standard Surface - Specular Transmission](https://autodesk.github.io/standard-surface/#closures/speculartransmission)
[Blender Transparent BSDF](https://docs.blender.org/manual/en/latest/render/shader_nodes/shader/transparent.html#transparent-bsdf)
[Enterprise PBR Shading Model - Transparency](https://dassaultsystemes-technology.github.io/EnterprisePBRShadingModel/spec-2020x.md.html)
[Enterprise PBR Shading Model - Dielectric BSDF for Transparent Surfaces](https://dassaultsystemes-technology.github.io/EnterprisePBRShadingModel/spec-2022x.md.html#components/core/dielectricbsdffortransparentsurfaces)
[Filament Material models - Transmission](https://google.github.io/filament/Materials.md.html#materialmodels/litmodel/transmission)
[Unreal Engine 4 Material - Refraction](https://docs.unrealengine.com/en-US/Engine/Rendering/Materials/MaterialInputs/index.html#refraction)
[Adobe Standard Material - Interior Properties](https://helpx.adobe.com/dimension/using/standard-materials.html#InteriorProperties)
......
Markdown is supported
0% .
You are about to add 0 people to the discussion. Proceed with caution.
先完成此消息的编辑!
想要评论请 注册