Make pbr_transmission_textures description shorter, update docs
This commit is contained in:
parent
20bced86ef
commit
8a17bb7f27
@ -238,8 +238,7 @@ shader_format_glsl = ["bevy_internal/shader_format_glsl"]
|
||||
# Enable support for shaders in SPIR-V
|
||||
shader_format_spirv = ["bevy_internal/shader_format_spirv"]
|
||||
|
||||
# Enable support for transmission-related textures in the `StandardMaterial`, at the risk of blowing past
|
||||
# the global, per-shader texture limit in lower-end GPUs (i.e. `MAX_TEXTURE_IMAGE_UNITS` in OpenGL/WebGL)
|
||||
# Enable support for transmission-related textures in the `StandardMaterial`, at the risk of blowing past the global, per-shader texture limit in lower-end GPUs
|
||||
pbr_transmission_textures = ["bevy_internal/pbr_transmission_textures"]
|
||||
|
||||
# Enable some limitations to be able to use WebGL2. If not enabled, it will default to WebGPU in Wasm
|
||||
|
||||
@ -57,7 +57,7 @@ The default feature set enables most of the expected features of a game engine,
|
||||
|jpeg|JPEG image format support|
|
||||
|minimp3|MP3 audio format support (through minimp3)|
|
||||
|mp3|MP3 audio format support|
|
||||
|pbr_transmission_textures|Enable support for transmission-related textures in the `StandardMaterial`, at the risk of blowing past the texture limit in lower-end adapters|
|
||||
|pbr_transmission_textures|Enable support for transmission-related textures in the `StandardMaterial`, at the risk of blowing past the global, per-shader texture limit in lower-end GPUs|
|
||||
|pnm|PNM image format support, includes pam, pbm, pgm and ppm|
|
||||
|serialize|Enable serialization support through serde|
|
||||
|shader_format_glsl|Enable support for shaders in GLSL|
|
||||
|
||||
Loading…
Reference in New Issue
Block a user