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[Doc] Fix shader doc links #2297

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20 changes: 10 additions & 10 deletions docs/zh/graphics/shader/shaderAPI.mdx
Original file line number Diff line number Diff line change
Expand Up @@ -153,7 +153,7 @@ float f2 = pow2(0.5);

### Common

提供了`PI` 等常用宏,`gammaToLinear`、`pow2` 等通用方法,详见[源码](https://github.com/galacean/engine-toolkit/blob/dev/1.3/packages/shaderlab/src/shaders/Common.glsl)。
提供了`PI` 等常用宏,`gammaToLinear`、`pow2` 等通用方法,详见[源码](https://github.com/galacean/engine-toolkit/blob/main/packages/shaderlab/src/shaders/Common.glsl)。

### Fog

Expand Down Expand Up @@ -217,7 +217,7 @@ mat3 getTBNByDerivatives(vec2 uv, vec3 normal, vec3 position, bool isFrontFacing

### Shadow

提供了阴影相关的函数,详见[源码](https://github.com/galacean/engine-toolkit/blob/dev/1.3/packages/shaderlab/src/shaders/Shadow.glsl)。
提供了阴影相关的函数,详见[源码](https://github.com/galacean/engine-toolkit/blob/main/packages/shaderlab/src/shaders/Shadow.glsl)。

```glsl
// 获取级联阴影所属层级,比如级联数量设为4,则返回 0~3
Expand Down Expand Up @@ -254,15 +254,15 @@ void calculateBlendShape(Attributes attributes, inout vec4 position, inout vec3

### AttributesPBR

封装了 PBR 所需要的所有 Attribute 变量,详见[源码](https://github.com/galacean/engine-toolkit/blob/dev/1.3/packages/shaderlab/src/shaders/shadingPBR/AttributesPBR.glsl)。
封装了 PBR 所需要的所有 Attribute 变量,详见[源码](https://github.com/galacean/engine-toolkit/blob/main/packages/shaderlab/src/shaders/shadingPBR/AttributesPBR.glsl)。

### VaryingsPBR

封装了 PBR 所需要的所有 Varyings 变量,详见[源码](https://github.com/galacean/engine-toolkit/blob/dev/1.3/packages/shaderlab/src/shaders/shadingPBR/VaryingsPBR.glsl)。
封装了 PBR 所需要的所有 Varyings 变量,详见[源码](https://github.com/galacean/engine-toolkit/blob/main/packages/shaderlab/src/shaders/shadingPBR/VaryingsPBR.glsl)。

### LightDirectPBR

封装了基于 BRDF 光照模型的直接光计算,详见[源码](https://github.com/galacean/engine-toolkit/blob/dev/1.3/packages/shaderlab/src/shaders/shadingPBR/LightDirectPBR.glsl)。
封装了基于 BRDF 光照模型的直接光计算,详见[源码](https://github.com/galacean/engine-toolkit/blob/main/packages/shaderlab/src/shaders/shadingPBR/LightDirectPBR.glsl)。

一般来说,直接调用即可:

Expand All @@ -289,7 +289,7 @@ float clearCoatLobe(Varyings varyings, SurfaceData surfaceData, BRDFData brdfDat

### LightInDirectPBR

封装了基于 BRDF 光照模型的[环境光](/docs/graphics/light/ambient)计算,详见[源码](https://github.com/galacean/engine-toolkit/blob/dev/1.3/packages/shaderlab/src/shaders/shadingPBR/LightInDirectPBR.glsl)。
封装了基于 BRDF 光照模型的[环境光](/docs/graphics/light/ambient)计算,详见[源码](https://github.com/galacean/engine-toolkit/blob/main/packages/shaderlab/src/shaders/shadingPBR/LightInDirectPBR.glsl)。

一般来说,直接调用即可:

Expand All @@ -312,7 +312,7 @@ float evaluateClearCoatIBL(Varyings varyings, SurfaceData surfaceData, BRDFData

### VertexPBR

PBR 顶点着色器所需要的一些方法,比如获取 TilingOffset 之后的 UV 坐标,获取骨骼、BS运算过后的世界坐标、法线、切线等,详见[源码](https://github.com/galacean/engine-toolkit/blob/dev/1.3/packages/shaderlab/src/shaders/shadingPBR/VertexPBR.glsl)。
PBR 顶点着色器所需要的一些方法,比如获取 TilingOffset 之后的 UV 坐标,获取骨骼、BS运算过后的世界坐标、法线、切线等,详见[源码](https://github.com/galacean/engine-toolkit/blob/main/packages/shaderlab/src/shaders/shadingPBR/VertexPBR.glsl)。

```glsl showLineNumbers {2, 4}
Varyings varyings;
Expand All @@ -337,11 +337,11 @@ gl_Position = renderer_MVPMat * vertexInputs.positionOS;

### BRDF

PBR 光照模型关键文件,封装了 BRDF 相关的通用计算函数, 以及用于后续光照模型计算的 `SurfaceData` 结构体和 `BRDFData` 结构体,详见[源码](https://github.com/galacean/engine-toolkit/blob/dev/1.3/packages/shaderlab/src/shaders/shadingPBR/BRDF.glsl)。
PBR 光照模型关键文件,封装了 BRDF 相关的通用计算函数, 以及用于后续光照模型计算的 `SurfaceData` 结构体和 `BRDFData` 结构体,详见[源码](https://github.com/galacean/engine-toolkit/blob/main/packages/shaderlab/src/shaders/shadingPBR/BRDF.glsl)。

### FragmentPBR

包含了大量 CPU 传过来的金属度、粗糙度、贴图等变量,通过 `getSurfaceData` 初始化 `SurfaceData` 结构体,详见[源码](https://github.com/galacean/engine-toolkit/blob/dev/1.3/packages/shaderlab/src/shaders/shadingPBR/FragmentPBR.glsl)。
包含了大量 CPU 传过来的金属度、粗糙度、贴图等变量,通过 `getSurfaceData` 初始化 `SurfaceData` 结构体,详见[源码](https://github.com/galacean/engine-toolkit/blob/main/packages/shaderlab/src/shaders/shadingPBR/FragmentPBR.glsl)。

```glsl showLineNumbers
BRDFData brdfData;
Expand All @@ -355,4 +355,4 @@ initBRDFData(surfaceData, brdfData);

### 最后

除了关键 API 的功能和调用方式,关于整个文件的组织方式可以参考官网的 [ForwardPassPBR](https://github.com/galacean/engine-toolkit/blob/dev/1.3/packages/shaderlab/src/shaders/shadingPBR/ForwardPassPBR.glsl)。
除了关键 API 的功能和调用方式,关于整个文件的组织方式可以参考官网的 [ForwardPassPBR](https://github.com/galacean/engine-toolkit/blob/main/packages/shaderlab/src/shaders/shadingPBR/ForwardPassPBR.glsl)。
2 changes: 1 addition & 1 deletion docs/zh/interface/inspector.md
Original file line number Diff line number Diff line change
Expand Up @@ -22,7 +22,7 @@ label: Basics/Interface

### 实体检查器

实体检查器是最常用的检查器,它的属性包含了当前实体的组件列表。你可以很方便地修改某个组件的属性,也可以通过 **Add Component** 按钮方便地添加任何引擎内置的组件和自定义的脚本组件。实体检查器也包含当前实体的基本信息,比如 `Transform`、`Layer` 等。详见[实体](/engine/docs/core/entity)。
实体检查器是最常用的检查器,它的属性包含了当前实体的组件列表。你可以很方便地修改某个组件的属性,也可以通过 **Add Component** 按钮方便地添加任何引擎内置的组件和自定义的脚本组件。实体检查器也包含当前实体的基本信息,比如 `Transform`、`Layer` 等。详见[实体](/docs/core/entity)。

<img src="https://gw.alipayobjects.com/zos/OasisHub/bb8e0881-c716-4fc2-89c0-d7b4b01d668d/image-20240318175043180.png" style="zoom:50%;" />

Expand Down
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