fix mono runtime and debug error ,rollback to the old version, now will using mono's compiler and manager

This commit is contained in:
2026-04-18 17:50:32 +08:00
parent 5058d6a3a9
commit 971f16d526
481 changed files with 5412 additions and 4663 deletions

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@ -343,7 +343,7 @@ namespace Prism
{
ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(10, 10));
auto& albedoColor = materialInstance->Get<glm::vec3>("u_AlbedoColor");
auto& albedoColor = materialInstance->Get<glm::vec4>("u_AlbedoColor");
bool useAlbedoMap = materialInstance->Get<float>("u_AlbedoTexToggle");
Ref<Texture2D> albedoMap = materialInstance->TryGetResource<Texture2D>("u_AlbedoTexture");
@ -387,7 +387,7 @@ namespace Prism
ImGui::EndGroup();
ImGui::SameLine();
if (ImGui::ColorEdit3("Color##Albedo", glm::value_ptr(albedoColor), ImGuiColorEditFlags_NoInputs))
if (ImGui::ColorEdit4("Color##Albedo", glm::value_ptr(albedoColor), ImGuiColorEditFlags_NoInputs))
{
meshComponent.UpdateMaterials(selectedMaterialIndex);
shouldUpdate = true;

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@ -145,7 +145,7 @@ uniform float u_BloomThreshold;
uniform float u_EnvMapRotation;
// baseColor
uniform vec3 u_AlbedoColor;
uniform vec4 u_AlbedoColor;
uniform float u_Metalness;
uniform float u_Roughness;
@ -420,7 +420,7 @@ float ComputeShadow(vec4 fragPosLightSpace, float NdotL)
void main()
{
m_Params.Albedo = u_AlbedoTexToggle > 0.5 ? texture(u_AlbedoTexture, vs_Input.TexCoord) : vec4(u_AlbedoColor, 1.0);
m_Params.Albedo = u_AlbedoTexToggle > 0.5 ? texture(u_AlbedoTexture, vs_Input.TexCoord) : u_AlbedoColor;
m_Params.Metalness = u_MetalnessTexToggle > 0.5 ? texture(u_MetalnessTexture, vs_Input.TexCoord).r : u_Metalness;
m_Params.Roughness = u_RoughnessTexToggle > 0.5 ? texture(u_RoughnessTexture, vs_Input.TexCoord).r : u_Roughness;
m_Params.Roughness = max(m_Params.Roughness, 0.05);

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@ -132,7 +132,7 @@ uniform float u_BloomThreshold;
uniform float u_EnvMapRotation;
// baseColor
uniform vec3 u_AlbedoColor;
uniform vec4 u_AlbedoColor;
uniform float u_Metalness;
uniform float u_Roughness;
@ -405,7 +405,7 @@ float ComputeShadow(vec4 fragPosLightSpace, float NdotL)
void main()
{
m_Params.Albedo = u_AlbedoTexToggle > 0.5 ? texture(u_AlbedoTexture, vs_Input.TexCoord) : vec4(u_AlbedoColor, 1.0f);
m_Params.Albedo = u_AlbedoTexToggle > 0.5 ? texture(u_AlbedoTexture, vs_Input.TexCoord) : u_AlbedoColor;
m_Params.Metalness = u_MetalnessTexToggle > 0.5 ? texture(u_MetalnessTexture, vs_Input.TexCoord).r : u_Metalness;
m_Params.Roughness = u_RoughnessTexToggle > 0.5 ? texture(u_RoughnessTexture, vs_Input.TexCoord).r : u_Roughness;
m_Params.Roughness = max(m_Params.Roughness, 0.05);

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