提交 817b1f9a 编写于 作者: S SUNAG

text revision

上级 21f88879
......@@ -262,19 +262,19 @@
mtl = new THREE.PhongNodeMaterial();
//mtl.color = // albedo color
//mtl.alpha = // opacity (0 at 1)
//mtl.specular = // specular color
//mtl.color = // albedo (vec3)
//mtl.alpha = // opacity (float)
//mtl.specular = // specular color (vec3)
//mtl.shininess = // shininess (float)
//mtl.normal = // normalmap
//mtl.normalScale = // normalmap scale
//mtl.emissive = // emissive color
//mtl.ambient = // ambient color
//mtl.shadow = // shadowmap
//mtl.ao = // ambient occlusion
//mtl.environment = // reflection map (CubeMap recommended)
//mtl.environmentAlpha = // environment alpha
//mtl.transform = // vertex transformation
//mtl.normal = // normalmap (vec3)
//mtl.normalScale = // normalmap scale (vec2)
//mtl.emissive = // emissive color (vec3)
//mtl.ambient = // ambient color (vec3)
//mtl.shadow = // shadowmap (vec3)
//mtl.ao = // ambient occlusion (float)
//mtl.environment = // reflection/refraction (vec3)
//mtl.environmentAlpha = // environment alpha (float)
//mtl.transform = // vertex transformation (vec3)
var mask = new THREE.SwitchNode( new THREE.TextureNode( decalDiffuse ), 'w' );
......@@ -294,19 +294,18 @@
mtl = new THREE.StandardNodeMaterial();
//mtl.color = // albedo color
//mtl.alpha = // opacity (0 at 1)
//mtl.color = // albedo (vec3)
//mtl.alpha = // opacity (float)
//mtl.roughness = // roughness (float)
//mtl.metalness = // metalness (float)
//mtl.normal = // normalmap
//mtl.normalScale = // normalmap scale
//mtl.emissive = // emissive color
//mtl.ambient = // ambient color
//mtl.shadow = // shadowmap
//mtl.ao = // ambient occlusion
//mtl.environment = // reflection map (CubeMap recommended)
//mtl.environmentAlpha = // environment alpha
//mtl.transform = // vertex transformation
//mtl.normal = // normalmap (vec3)
//mtl.normalScale = // normalmap scale (vec2)
//mtl.emissive = // emissive color (vec3)
//mtl.ambient = // ambient color (vec3)
//mtl.shadow = // shadowmap (vec3)
//mtl.ao = // ambient occlusion (float)
//mtl.environment = // reflection/refraction (vec3)
//mtl.transform = // vertex transformation (vec3)
var mask = new THREE.SwitchNode( new THREE.TextureNode( decalDiffuse ), 'w' );
......
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