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6 changes: 3 additions & 3 deletions docs/en/graphics/shader/builtins/pbr.mdx
Original file line number Diff line number Diff line change
Expand Up @@ -16,8 +16,8 @@ PBR, short for Physically Based Rendering, is a rendering method first introduce
| [normalTexture](/apis/core/#PBRBaseMaterial-normalTexture) | Normal Map Texture: Simulates surface bumps visually using a normal map, with adjustable strength to control the intensity of the effect. |
| [emissiveTexture](/apis/core/#PBRBaseMaterial-emissiveTexture) | Emissive Texture: Used in conjunction with emissive color([emissiveFactor](/apis/core/#PBRBaseMaterial-emissiveTexture))to achieve self-emitting effects. |
| [occlusionTexture](/apis/core/#PBRBaseMaterial-occlusionTexture) | Occlusion Texture: Enhances shadow detail using an occlusion map. |
| [tilingOffset](/apis/core/#PBRBaseMaterial-tilingOffset) | Texture Tiling and Offset: A Vector4 controlling the tiling and offset of the texture in the UV directions,See [example](${examples}tiling-offset) |
| [clearCoat](/apis/core/#PBRBaseMaterial-clearCoat) | Clear Coat Intensity: Default is 0, meaning the clear coat effect is disabled. See [example] (${examples}pbr-clearcoat) 。 |
| [tilingOffset](/apis/core/#PBRBaseMaterial-tilingOffset) | Texture Tiling and Offset: A Vector4 controlling the tiling and offset of the texture in the UV directions,See [example](/examples/tiling-offset) |
| [clearCoat](/apis/core/#PBRBaseMaterial-clearCoat) | Clear Coat Intensity: Default is 0, meaning the clear coat effect is disabled. See [example](/examples/pbr-clearcoat) 。 |
| [clearCoatTexture](/apis/core/#PBRBaseMaterial-clearCoatTexture) | Clear Coat Intensity Texture: Works multiplicatively with clearCoat. |
| [clearCoatRoughness](/apis/core/#PBRBaseMaterial-clearCoatRoughness) | Clear Coat Roughness: Determines the roughness of the clear coat layer. |
| [clearCoatRoughnessTexture](/apis/core/#PBRBaseMaterial-clearCoatRoughnessTexture) | Clear Coat Roughness Texture: Works multiplicatively with clearCoatRoughness. |
Expand All @@ -39,7 +39,7 @@ Beyond these general parameters, PBR supports two workflows: **Metallic-Roughne

| Parameter | Application |
| :-- | :-- |
| [anisotropy](/apis/core/#PBRMaterial-anisotropy) | Anisotropy Strength: Default is 0, disabling anisotropic effects. See [example](${examples}pbr-anisotropy) 。 |
| [anisotropy](/apis/core/#PBRMaterial-anisotropy) | Anisotropy Strength: Default is 0, disabling anisotropic effects. See [example](/examples/pbr-anisotropy) 。 |
| [anisotropyRotation](/apis/core/#PBRMaterial-anisotropyRotation) | Anisotropy Rotation: Rotates the effect in tangent space. |
| [anisotropyTexture](/apis/core/#PBRMaterial-anisotropyTexture) | Anisotropy Texture: The RG channels store direction information (combined with anisotropyRotation), while the B channel stores anisotropy strength (multiplied by anisotropy). |

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2 changes: 1 addition & 1 deletion docs/zh/basics/overview.md
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Expand Up @@ -24,7 +24,7 @@ flowchart LR

## 运行时

核心功能由 [Galacean Runtime](https://www.npmjs.com/package/@galacean/engine) 提供,非核心和偏业务逻辑定制的高级功能由 [Galacean Toolkit](https://github.com/galacean/runtime-toolkit) 提供。你可以通过浏览器在线浏览引擎的各种[示例](/examples/latest/background)。
核心功能由 [Galacean Runtime](https://www.npmjs.com/package/@galacean/engine) 提供,非核心和偏业务逻辑定制的高级功能由 [Galacean Toolkit](https://github.com/galacean/runtime-toolkit) 提供。你可以通过浏览器在线浏览引擎的各种[示例](/examples/background)。

### 核心包

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6 changes: 3 additions & 3 deletions docs/zh/graphics/shader/builtins/pbr.mdx
Original file line number Diff line number Diff line change
Expand Up @@ -16,8 +16,8 @@ PBR 全称是 **Physically Based Rendering**,中文意思是**基于物理的
| [normalTexture](/apis/core/#PBRBaseMaterial-normalTexture) | 法线纹理。可以设置法线纹理 ,在视觉上造成一种凹凸感,还可以通过法线强度来控制凹凸程度。 |
| [emissiveTexture](/apis/core/#PBRBaseMaterial-emissiveTexture) | 自发射光纹理。我们可以设置自发光纹理和自发光颜色([emissiveFactor](/apis/core/#PBRBaseMaterial-emissiveTexture))达到自发光的效果,即使没有光照也能渲染出颜色。 |
| [occlusionTexture](/apis/core/#PBRBaseMaterial-occlusionTexture) | 阴影遮蔽纹理。我们可以设置阴影遮蔽纹理来提升物体的阴影细节。 |
| [tilingOffset](/apis/core/#PBRBaseMaterial-tilingOffset) | 纹理坐标的缩放与偏移。是一个 Vector4 数据,分别控制纹理坐标在 uv 方向上的缩放和偏移,参考 [案例](${examples}tiling-offset) |
| [clearCoat](/apis/core/#PBRBaseMaterial-clearCoat) | 透明涂层的强度,默认为 0,既不开启透明涂层效果,参考 [案例](${examples}pbr-clearcoat) 。 |
| [tilingOffset](/apis/core/#PBRBaseMaterial-tilingOffset) | 纹理坐标的缩放与偏移。是一个 Vector4 数据,分别控制纹理坐标在 uv 方向上的缩放和偏移,参考 [案例](/examples/tiling-offset) |
| [clearCoat](/apis/core/#PBRBaseMaterial-clearCoat) | 透明涂层的强度,默认为 0,既不开启透明涂层效果,参考 [案例](/examples/pbr-clearcoat) 。 |
| [clearCoatTexture](/apis/core/#PBRBaseMaterial-clearCoatTexture) | 透明涂层强度纹理,和 clearCoat 是相乘的关系。 |
| [clearCoatRoughness](/apis/core/#PBRBaseMaterial-clearCoatRoughness) | 透明涂层的粗糙度。 |
| [clearCoatRoughnessTexture](/apis/core/#PBRBaseMaterial-clearCoatRoughnessTexture) | 透明涂层粗糙度纹理,和 clearCoatRoughness 是相乘的关系。 |
Expand All @@ -39,7 +39,7 @@ PBR 全称是 **Physically Based Rendering**,中文意思是**基于物理的

| 参数 | 应用 |
| :-- | :-- |
| [anisotropy](/apis/core/#PBRMaterial-anisotropy) | 各向异性强度。默认为 0,关闭各项异性计算。参考 [案例](${examples}pbr-anisotropy) 。 |
| [anisotropy](/apis/core/#PBRMaterial-anisotropy) | 各向异性强度。默认为 0,关闭各项异性计算。参考 [案例](/examples/pbr-anisotropy) 。 |
| [anisotropyRotation](/apis/core/#PBRMaterial-anisotropyRotation) | 各向异性旋转角度。沿切线、副切线空间旋转相应角度。 |
| [anisotropyTexture](/apis/core/#PBRMaterial-anisotropyTexture) | 各向异性纹理。RG 通道保存着各向异性方向,会和 anisotropyRotation 计算结果相乘;B 通道保存着各向异性强度,会和 anisotropy 相乘。 |

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