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fix: material doc group error
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zhuxudong committed Aug 5, 2024
1 parent f4cec90 commit 8ee9c05
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6 changes: 6 additions & 0 deletions docs/en/graphics/material/_meta.json
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{
"material": { "title": " Material Overview" },
"composition": { "title": "Material Composition" },
"editor": { "title": "Using the Editor" },
"script": { "title": "Script Usage" }
}
4 changes: 0 additions & 4 deletions docs/en/graphics/material/composition.md
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---
order: 1
title: Material Composition
type: Material
group: Mesh
label: Graphics/Material
---

The Galacean material consists of **[shaders](/en/docs/graphics-shader), render states, and [shader data](/en/docs/graphics-shader-shaderData)**. Shaders can write vertex and fragment code to determine the color of pixels output to the screen by the rendering pipeline; render states can provide additional configurations to the context of the rendering pipeline; shader data encapsulates some data sets passed from the CPU to the GPU, such as colors, matrices, textures, etc.
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4 changes: 0 additions & 4 deletions docs/en/graphics/material/editor.md
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---
order: 2
title: Using the Editor
type: Material
group: Mesh
label: Graphics/Material
---

## Using the Editor
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4 changes: 0 additions & 4 deletions docs/en/graphics/material/material.md
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---
order: 0
title: Material Overview
type: Material
group: Mesh
label: Graphics/Material
---

Materials refer to a collection of properties used to describe the appearance and surface characteristics of an object. Materials determine how a model interacts with light during rendering, thus affecting its visual presentation.
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4 changes: 0 additions & 4 deletions docs/en/graphics/material/script.md
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---
order: 3
title: Script Usage
type: Material
group: Mesh
label: Graphics/Material
---

The material exported by the editor is only the base class [Material](/apis/core/#Material), while through code you can create the engine's pre-packaged [PBRMaterial](/apis/core/#PBRMaterial), [UnlitMaterial](/apis/core/#UnlitMaterial), and [BlinnPhongMaterial](/apis/core/#BlinnPhongMaterial).
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6 changes: 6 additions & 0 deletions docs/zh/graphics/material/_meta.json
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{
"material": { "title": "材质总览" },
"composition": { "title": "材质组成" },
"editor": { "title": "编辑器使用" },
"script": { "title": "脚本使用" }
}
4 changes: 0 additions & 4 deletions docs/zh/graphics/material/composition.md
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---
order: 1
title: 材质组成
type: 材质
group: 网格
label: Graphics/Material
---

Galacean 材质包含 **[着色器(shader)](/docs/graphics/shader/intro/)、渲染状态(renderStates)、着色器数据(shaderData)**。着色器可以编写顶点、片元代码来决定渲染管线输出到屏幕上像素的颜色;渲染状态可以对渲染管线的上下文做一些额外配置;着色器数据封装了 CPU 传到 GPU 的一些数据集,比如颜色、矩阵、纹理等。
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4 changes: 0 additions & 4 deletions docs/zh/graphics/material/editor.md
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---
order: 2
title: 编辑器使用
type: 材质
group: 网格
label: Graphics/Material
---

## 编辑器使用
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4 changes: 0 additions & 4 deletions docs/zh/graphics/material/material.md
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---
order: 0
title: 材质总览
type: 材质
group: 网格
label: Graphics/Material
---

材质是指用于描述物体外观和表面特性的属性集合。材质决定了模型在渲染过程中如何与光线交互,从而影响其视觉呈现效果。
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4 changes: 0 additions & 4 deletions docs/zh/graphics/material/script.md
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---
order: 3
title: 脚本使用
type: 材质
group: 网格
label: Graphics/Material
---

编辑器导出的材质只有 [Material](/apis/core/#Material) 基础类,而通过代码可以创建引擎已经封装好的 [PBRMaterial](/apis/core/#PBRMaterial)[UnlitMaterial](/apis/core/#UnlitMaterial)[BlinnPhongMaterial](/apis/core/#BlinnPhongMaterial)
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