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...+ "float Rim = 1.0 - max(0.0,dot(toEyeDir, normal));\n" + "vec3 Emissive = 2.0 * u_DirectionLight.Diffuse * u_marginalColor * pow(Rim,3.0);\n" + "gl_FragColor = texture2D(u_texture, v_Texcoord) + vec4(Emissive,1.0);\n" + "}"; Laya.ShaderCompile3D.add(customShader, vs, ps, attributeMap, uniformMap); ...
来源: Laya_示例 发布时间: 20241119
...rgb = gl_FragColor.rgb * (texture2D(u_LightMapTexture, v_Texcoord1).rgb) * 2.0;\n #endif\n}\n\n\n\n"; var customTerrainCompile3D = Laya.ShaderCompile3D.add(customTerrianShader, vs, ps, attributeMap, uniformMap); CustomTerrainMaterial.SHADERDEFINE_DETAIL_NUM1 = customTerrainCompile3D.registerMaterial...
来源: Laya_示例 发布时间: 20241119