Fix minor typos https://github.com/FlaxEngine/FlaxDocs/pull/123
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@@ -86,7 +86,7 @@ API_ENUM() enum class MaterialBlendMode : byte
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API_ENUM() enum class MaterialShadingModel : byte
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{
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/// <summary>
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/// The unlit material. Emissive channel is used as an output color. Can perform custom lighting operations or just glow. Won't be affected by the lighting pipeline.
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/// The unlit material. The emissive channel is used as an output color. Can perform custom lighting operations or just glow. Won't be affected by the lighting pipeline.
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/// </summary>
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Unlit = 0,
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@@ -96,7 +96,7 @@ API_ENUM() enum class MaterialShadingModel : byte
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Lit = 1,
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/// <summary>
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/// The subsurface material. Intended for materials like vax or skin that need light scattering to transport simulation through the object.
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/// The subsurface material. Intended for materials like wax or skin that need light scattering to transport simulation through the object.
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/// </summary>
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Subsurface = 2,
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@@ -366,12 +366,12 @@ API_ENUM() enum class MaterialDecalBlendingMode : byte
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API_ENUM() enum class MaterialTransparentLightingMode : byte
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{
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/// <summary>
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/// Default directional lighting evaluated per-pixel at the material surface. Use it for semi-transparent surfaces - with both diffuse and specular lighting component active.
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/// Default directional lighting evaluated per-pixel at the material surface. Use it for semi-transparent surfaces - with both diffuse and specular lighting components active.
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/// </summary>
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Surface = 0,
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/// <summary>
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/// Non-directional lighting evaluated per-pixel at material surface. Use it for volumetric objects such as smoke, rain or dust - only diffuse lighting term is active (no specular highlights).
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/// Non-directional lighting evaluated per-pixel at material surface. Use it for volumetric objects such as smoke, rain or dust - only the diffuse lighting term is active (no specular highlights).
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/// </summary>
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SurfaceNonDirectional = 1,
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};
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