Use when adding visual effects to a PlayCanvas app, to choose between particle systems, shader chunks, runtime meshes, and post-processing.
中文简介正在准备中。当前显示原文说明。
Use when a PlayCanvas StandardMaterial needs custom shading its properties cannot express, such as stylized looks or vertex displacement, before writing a ShaderMaterial.
中文简介正在准备中。当前显示原文说明。
查看安装方法安装前可以查看交给 AI 代理的指令内容。
Overriding a StandardMaterial chunk keeps fog, tone mapping, shadows, skinning, and instancing
intact. Use a ShaderMaterial only when the look needs its own vertex and fragment pair.
material.shaderChunksVersion to the installed major.minor, such as '2.23'. Chunk names
and contracts change between versions, so read the installed chunk source, not memory.material.getShaderChunks(SHADERLANGUAGE_GLSL).set(name, source) and the WGSL
equivalent, then call material.update(). For every material on a device, use
ShaderChunks.get(device, language); the global shaderChunks object is deprecated.meshInstance.setParameter().Color#linear().transformCoreVS, must keep the INSTANCING
path with a matrix_model fallback, like the stock chunk.getEmission() writing dEmission, zero diffuse and
specular, and disable useSkybox.还没有评价。欢迎分享你的使用感受。
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Use when adding visual effects to a PlayCanvas app, to choose between particle systems, shader chunks, runtime meshes, and post-processing.
中文简介正在准备中。当前显示原文说明。
Use when writing PlayCanvas Engine code touching transforms, cameras, lights, materials, meshes, bounds, or imports, to apply Engine conventions and avoid legacy APIs.
中文简介正在准备中。当前显示原文说明。
Use when composing PlayCanvas entity hierarchies from models, colliders, rigid bodies, and scripts, so each object has one semantic root and clear lifecycle.
中文简介正在准备中。当前显示原文说明。
Use when static PlayCanvas lighting, shadows, or ambient occlusion cost too much per frame and should be baked into lightmaps.
中文简介正在准备中。当前显示原文说明。
Use when creating or restructuring a PlayCanvas app with the Engine API, @playcanvas/react, or @playcanvas/web-components, covering bootstrap, input, resize, physics, update loop, UI, and lifecycle.
中文简介正在准备中。当前显示原文说明。
Use before repeatedly placing GLB models in PlayCanvas to record each asset's uniform scale, grounding offset, pivot compensation, and yaw once.
中文简介正在准备中。当前显示原文说明。