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Fix material defines for custom materials

Popov72 5 年之前
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d7f9a142bf
共有 2 個文件被更改,包括 4 次插入4 次删除
  1. 2 2
      materialsLibrary/src/custom/customMaterial.ts
  2. 2 2
      materialsLibrary/src/custom/pbrCustomMaterial.ts

+ 2 - 2
materialsLibrary/src/custom/customMaterial.ts

@@ -1,6 +1,6 @@
 import { Texture } from "babylonjs/Materials/Textures/texture";
 import { Effect } from "babylonjs/Materials/effect";
-import { StandardMaterialDefines } from "babylonjs/Materials/standardMaterial";
+import { MaterialDefines } from "babylonjs/Materials/materialDefines";
 import { StandardMaterial } from "babylonjs/Materials/standardMaterial";
 import { Mesh } from "babylonjs/Meshes/mesh";
 import { Scene } from "babylonjs/scene";
@@ -106,7 +106,7 @@ export class CustomMaterial extends StandardMaterial {
         return arr;
     }
 
-    public Builder(shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: StandardMaterialDefines, attributes?: string[]): string {
+    public Builder(shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: MaterialDefines, attributes?: string[]): string {
 
         if (attributes && this._customAttributes && this._customAttributes.length > 0) {
             attributes.push(...this._customAttributes);

+ 2 - 2
materialsLibrary/src/custom/pbrCustomMaterial.ts

@@ -1,6 +1,6 @@
 import { Texture } from "babylonjs/Materials/Textures/texture";
 import { Effect } from "babylonjs/Materials/effect";
-import { PBRMaterialDefines } from "babylonjs/Materials/PBR/pbrBaseMaterial";
+import { MaterialDefines } from "babylonjs/Materials/materialDefines";
 import { PBRMaterial } from "babylonjs/Materials/PBR/pbrMaterial";
 import { Mesh } from "babylonjs/Meshes/mesh";
 import { Scene } from "babylonjs/scene";
@@ -102,7 +102,7 @@ export class PBRCustomMaterial extends PBRMaterial {
         return arr;
     }
 
-    public Builder(shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: PBRMaterialDefines, attributes?: string[]): string {
+    public Builder(shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: MaterialDefines, attributes?: string[]): string {
 
         if (attributes && this._customAttributes && this._customAttributes.length > 0) {
             attributes.push(...this._customAttributes);