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)
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@@ -57,6 +57,10 @@ namespace Engine {
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glm::vec4 surface{1.5f, 0.0f, 1.0f, 0.0f};
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// 杂项语义:x = unlit(KHR_materials_unlit,shader 早退直出 albedo)
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glm::vec4 misc{0.0f, 0.0f, 0.0f, 0.0f};
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// glTF emissiveFactor:自发光颜色(rgb;黑 = 不发光)。emissive
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// 槽默认兜底纹理是纯黑,无贴图时 Emissive Strength 乘出来恒黑
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// ——无贴图想要发光就调这里(rgb × 贴图 × surface.z)
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glm::vec4 emissiveFactor{0.0f, 0.0f, 0.0f, 0.0f};
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// 每槽 KHR_texture_transform(glTF2 每个 textureInfo 独立声明
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// offset/scale/rotation——烘焙单份顶点 UV 无法表达"一材质多槽
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// 各异变换",收敛为 shader 侧线性式 uv' = A·uv + t,作用在本引擎
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