材质表面参数接通:新增 emissiveFactor(无 emissive 贴图时的发光入口,glTF 语义)入 UBO/YAML/缓存键/两 shader;Transmission/Thickness 未勾 Transparent 时禁用编辑(不透明段 shader 不读)

This commit is contained in:
2026-10-09 00:04:55 +08:00
parent 235482733c
commit 6447b5c0fa
6 changed files with 42 additions and 8 deletions
+21 -3
View File
@@ -174,12 +174,23 @@ void MaterialEditorPanel::DrawAssetMode(const EditorContext& ctx)
ImGui::DragFloat("Roughness", &p.factors.y, 0.01f, 0.0f, 1.0f));
EditParam(ImGui::ColorEdit4("Base Color", &p.baseColor.x));
EditParam(ImGui::DragFloat("IOR", &p.surface.x, 0.01f, 1.0f, 3.0f));
EditParam(ImGui::DragFloat("Transmission", &p.surface.y, 0.01f, 0.0f,
1.0f));
// 发光 = emissiveFactor × emissive 贴图 × Strength(Emissive 槽
// 兜底贴图恒黑,无贴图时颜色因子是唯一入口)
EditParam(ImGui::ColorEdit3("Emissive Color", &p.emissiveFactor.x));
EditParam(ImGui::DragFloat("Emissive Strength", &p.surface.z, 0.05f,
0.0f, 100.0f));
// transmission/thickness 只有不透明段不读——透明 shader 专属
//(未勾 Transparent 时禁用编辑,防"拖了没反应"的困惑)
ImGui::BeginDisabled(!trans);
EditParam(ImGui::DragFloat("Transmission", &p.surface.y, 0.01f, 0.0f,
1.0f));
EditParam(ImGui::DragFloat("Thickness", &p.surface.w, 0.01f, 0.0f,
10.0f));
ImGui::EndDisabled();
if (!trans)
{
ImGui::TextDisabled("Transmission/Thickness need Transparent");
}
// ---- 纹理槽(变化 → 落盘 + waitIdle 重建)----
ImGui::SeparatorText("Textures");
@@ -303,9 +314,16 @@ void MaterialEditorPanel::DrawBuiltinMode(const EditorContext& ctx)
ImGui::DragFloat("Roughness", &p.factors.y, 0.01f, 0.0f, 1.0f);
ImGui::ColorEdit4("Base Color", &p.baseColor.x);
ImGui::DragFloat("IOR", &p.surface.x, 0.01f, 1.0f, 3.0f);
ImGui::DragFloat("Transmission", &p.surface.y, 0.01f, 0.0f, 1.0f);
ImGui::ColorEdit3("Emissive Color", &p.emissiveFactor.x);
ImGui::DragFloat("Emissive Strength", &p.surface.z, 0.05f, 0.0f, 100.0f);
ImGui::BeginDisabled(!trans);
ImGui::DragFloat("Transmission", &p.surface.y, 0.01f, 0.0f, 1.0f);
ImGui::DragFloat("Thickness", &p.surface.w, 0.01f, 0.0f, 10.0f);
ImGui::EndDisabled();
if (!trans)
{
ImGui::TextDisabled("Transmission/Thickness need Transparent");
}
ImGui::SeparatorText("Textures");
static constexpr const char* kSlotNames[Engine::Material::kSlotCount] = {
"Albedo", "Normal", "MetallicRoughness",