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Shader support multi shader pass #948
Shader support multi shader pass #948
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# Please enter a commit message to explain why this merge is necessary, # especially if it merges an updated upstream into a topic branch. # # Lines starting with '#' will be ignored, and an empty message aborts # the commit.
Co-authored-by: chenmo.gl <chenmo.gl@alibaba-inc.com>
Codecov ReportBase: 33.23% // Head: 33.27% // Increases project coverage by
Additional details and impacted files@@ Coverage Diff @@
## dev/0.9 #948 +/- ##
===========================================
+ Coverage 33.23% 33.27% +0.03%
===========================================
Files 331 332 +1
Lines 14713 14777 +64
Branches 2257 2266 +9
===========================================
+ Hits 4890 4917 +27
- Misses 9282 9310 +28
- Partials 541 550 +9
Help us with your feedback. Take ten seconds to tell us how you rate us. Have a feature suggestion? Share it here. ☔ View full report at Codecov. |
charRenderData.texture, | ||
renderStates[0], | ||
passes[0] | ||
); |
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TextRenderer just run one pass if has multi-passes
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+1
…rData-improve * commit 'f34d3ace905a74861fb2852afa0a2ce99fe3032d': Fix text renderer element not render state (galacean#1043) Shader support multi shader pass (galacean#948) v0.9.0-alpha.4 fix: use rgba8 as downgrade shadow texture (galacean#1033) v0.9.0-alpha.3 shadowMap using color texture when platform not support depthTexture (galacean#1029) Fix `SkinnedMeshRenderer` clone bug (galacean#1028)
Please check if the PR fulfills these requirements
Main modify:
Shader
add multi shader pass abilityBaseMaterial
addsetIsTransparent
、setBlendMode
、setRenderFace
methodPBRMaterial
can customshader
in constructorExample:
can see
PlanarShadowMaterial
in galacean/engine-toolkit#71