[0]shaderPass里renderState的blend参数为啥不起作用啊
shaderPass:[
{
pipeline:Forward,
VS:unlitVS,
FS:unlitPS,
statefirst:true,
renderState:{
cull: "Back",
blend: "Seperate",
// srcBlend:"One",
// dstBlend:"One",
srcBlendRGB:"One",
dstBlendRGB:"One",
srcBlendAlpha:"Zero",
dstBlendAlpha:"One",
// blendEquation:"ADD",
// blendEquationRGB:"ADD",
// blendEquationAlpha:"ADD",
// depthTest:0,
depthWrite:false,
// stencilRef:0,
// stencilTest:0,
// stencilWrite:0,
// stencilOp:0,
}
}
]
{
pipeline:Forward,
VS:unlitVS,
FS:unlitPS,
statefirst:true,
renderState:{
cull: "Back",
blend: "Seperate",
// srcBlend:"One",
// dstBlend:"One",
srcBlendRGB:"One",
dstBlendRGB:"One",
srcBlendAlpha:"Zero",
dstBlendAlpha:"One",
// blendEquation:"ADD",
// blendEquationRGB:"ADD",
// blendEquationAlpha:"ADD",
// depthTest:0,
depthWrite:false,
// stencilRef:0,
// stencilTest:0,
// stencilWrite:0,
// stencilOp:0,
}
}
]
没有找到相关结果
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