创建在主页中使用的 3D 模型Create 3D models for use in the home

Windows Mixed Reality 主页是用户在启动应用程序之前居住的起点。The Windows Mixed Reality home is the starting point where users land before launching applications. 为 Windows Mixed Reality 耳机设计应用程序时,使用 3d 模型作为应用启动器 ,并将 3d 深层链接置于 Windows Mixed Reality 主页中When designing your application for Windows Mixed Reality headsets, use a 3D model as an app launcher and place 3D deep links into the Windows Mixed Reality home. 本文概述了用于创建与 Windows Mixed Reality 主页兼容的3D 模型的准则。This article outlines the guidelines for creating 3D models compatible with the Windows Mixed Reality home.

资产要求概述Asset requirements overview

为 Windows Mixed Reality 创建3D 模型时,所有资产都必须满足一些要求:When creating 3D models for Windows Mixed Reality, there are some requirements that all assets must meet:

  1. 导出 -资产必须以 glb 文件格式提供, (二进制 glTF) Exporting - Assets must be delivered in the .glb file format (binary glTF)
  2. 建模 -资产必须小于10000个三角形,每个 LOD 不超过64个节点和 32 submeshesModeling - Assets must be less than 10k triangles, have no more than 64 nodes and 32 submeshes per LOD
  3. 材料 -纹理不能大于 4096 x 4096,并且最小 mip 映射在任一维度上都不应大于4Materials - Textures can't be larger than 4096 x 4096 and the smallest mip map should be no larger than 4 on either dimension
  4. 动画 -动画的长度不能超过20分钟 (36000 个关键帧) 并且必须包含 <= 8192 变形目标顶点Animation - Animations can't be longer than 20 minutes at 30 FPS (36,000 keyframes) and must contain <= 8192 morph target vertices
  5. 优化 -资产应使用 WindowsMRAssetConverter进行优化。Optimizing - Assets should be optimized using the WindowsMRAssetConverter. *WINDOWS 操作系统版本上需要 <= 1709**,建议在 windows 操作系统版本 >= 1803Required on Windows OS Versions <= 1709* and recommended on Windows OS versions >= 1803

本文的其余部分详细介绍了这些要求和额外指导原则,以确保你的模型与 Windows Mixed Reality 主页良好合作。The rest of this article includes a detailed overview of these requirements and extra guidelines to ensure your models work well with the Windows Mixed Reality home.

详细指南Detailed guidance

导出模型Exporting models

Windows Mixed Reality 主页需要使用带有嵌入图像和二进制数据的 glb 文件格式来传送3D 资产。The Windows Mixed Reality home expects 3D assets to be delivered using the .glb file format with embedded images and binary data. Glb 是 glTF 格式的二进制版本,它是 Khronos 组维护的用于3D 资产交付的版税免费开放标准。Glb is the binary version of the glTF format, which is a royalty free open standard for 3D asset delivery maintained by the Khronos group. 随着 glTF 发展为可互操作的3D 内容的行业标准,Microsoft 将跨 Windows 应用和体验提供格式支持。As glTF evolves as an industry standard for interoperable 3D content, so will Microsoft’s support for the format across Windows apps and experiences. 如果尚未创建 glTF 资产,你可以在 glTF 工作组 github 页上找到 受支持的导出程序和转换器的列表If you haven't created a glTF asset before you can find a list of supported exporters and converters on the glTF working group github page.

建模准则Modeling guidelines

Windows 应使用以下建模准则生成资产,以确保与混合现实主体验兼容。Windows expects assets to be generated using the following modeling guidelines to ensure compatibility with the Mixed Reality home experience. 当你选择的程序中的建模时,请记住以下建议和限制:When modeling in your program of your choice, keep in mind the following recommendations and limitations:

  1. 向上轴应设置为 "Y"。The Up axis should be set to “Y”.
  2. 资产应正面朝正 Z 轴 "前进"。The asset should face “forward” towards the positive Z axis.
  3. 所有资产都应在场景原点 (0,0,0) 上构建。All assets should be built on the ground plane at the scene origin (0,0,0)
  4. 应将工作单元设置为计量和资产,以便能够在全球范围内创作资产Working Units should be set to meters and assets so that assets can be authored at world scale
  5. 所有网格都不需要组合,但如果目标是资源受限的设备,则建议使用此方法All meshes don't need to be combined, but it's recommended if you're targeting resource constrained devices
  6. 所有网格应共享一个材料,并且对于整个资产只使用一个纹理集All meshes should share one material, with only one texture set being used for the whole asset
  7. 在0-1 空间中,Uv-11 的布局必须按正方形排列。UVs must be laid out in a square arrangement in the 0-1 space. 如果允许,请避免平铺纹理。Avoid tiling textures although they're permitted.
  8. 不支持多 Uv-11Multi-UVs aren't supported
  9. 不支持双面材料Double-sided materials aren't supported

三角形计数和详细级别 (LODs) Triangle counts and levels of detail (LODs)

Windows Mixed Reality home 不支持超过10000个三角形的模型。The Windows Mixed Reality home doesn't support models with more than 10,000 triangles. 建议在导出前三角化网格,以确保它们不会超过此计数。It’s recommended you triangulate your meshes before exporting to ensure they don't exceed this count. Windows MR 还支持 (LODs) 的可选几何级别详细信息,以确保高性能和优质的体验。Windows MR also supports optional geometry levels of detail (LODs) to ensure a performant and high-quality experience. WindowsMRAssetConverter 将帮助你将模型的3个版本合并为 glb 模型。The WindowsMRAssetConverter will help you combine 3 versions of your model into a single .glb model. Windows 根据模型占用的屏幕实际空间量来确定要显示的 LOD。Windows determines which LOD to display based on the amount of screen real estate the model is taking up. 仅支持3个 LOD 级别,并提供以下建议的三角形计数:Only 3 LOD levels are supported with the following recommended triangle counts:

LOD 级别LOD Level 推荐的三角形计数Recommended Triangle Count 最大三角形计数Max Triangle Count
LOD 0LOD 0 10,00010,000 10,00010,000
LOD 1LOD 1 5,0005,000 10,00010,000
LOD 2LOD 2 2,5002,500 10,00010,000

节点计数和子网格限制Node counts and submesh limits

Windows Mixed Reality home 不支持每个 LOD 超过64个节点或 32 submeshes 的模型。The Windows Mixed Reality home doesn't support models with more than 64 nodes or 32 submeshes per LOD. 节点是 glTF 规范 中定义场景中对象的概念。Nodes are a concept in the glTF specification that define the objects in the scene. Submeshes 是在对象的网格上的 基元 数组中定义的。Submeshes are defined in the array of primitives on the mesh in the object.

功能Feature 说明Description 支持的最大值Max Supported 文档Documentation
NodesNodes GlTF 场景中的对象Objects in the glTF Scene 每 LOD 6464 per LOD 这儿Here
SubmeshesSubmeshes 所有网格上的基元的总和Sum of primitives on all meshes 每 LOD 3232 per LOD 这儿Here

材料指导原则Material guidelines

应使用 .PBR 金属粗糙度工作流准备纹理。Textures should be prepared using a PBR metal roughness workflow. 首先创建一组完整的纹理,其中包括 Albedo、Normal、封闭、金属和粗糙度。Begin by creating a full set of textures including Albedo, Normal, Occlusion, Metallic, and Roughness. Windows Mixed Reality 支持的纹理分辨率最高可达4096x4096,但建议在512x512 中创作。Windows Mixed Reality supports textures with resolutions up to 4096x4096 but it's recommended that you author at 512x512. 纹理应以4的倍数以分辨率编写。Textures should be authored at resolutions in multiples of 4. 这是在下面概述的导出步骤中应用于纹理的压缩格式的要求。This is a requirement for the compression format applied to textures in the exporting steps outlined below. 生成 mip maps 或纹理时,最小 mip 必须最大为4x4。When generating mip maps or a texture, the lowest mip must be a maximum of 4x4.

建议的纹理大小Recommended Texture Size 最大纹理大小Max Texture Size 最小 MipLowest Mip
512x512512x512 4096x40964096x4096 最大4x4max 4x4

Albedo (基准颜色) 地图Albedo (base color) map

没有照明信息的原始颜色。Raw color with no lighting information. 此地图还包含金属地图中金属 (白色的 reflectance 和漫射信息) 并分别在金属) 地图中 insulator (黑色黑色。This map also contains the reflectance and diffuse information for metal (white in the metallic map) and insulator (black in the metallic map) surfaces respectively.


相切空间正常映射Tangent Space Normal map

粗糙度图Roughness map

描述对象的 microsurface。Describes the microsurface of the object. 白色1.0 的黑色0.0 为平滑。White 1.0 is rough Black 0.0 is smooth. 此地图为资产提供了最多的字符,因为它真正描述了图面。This map gives the asset the most character, as it truly describes the surface. 例如,刮擦、指纹、涂抹、grime 等。For example, scratches, fingerprints, smudges, grime, and so on.

环境封闭映射Ambient occlusion map

显示封闭像素光线区域的值比例图,用于阻止反射Value scale map showing areas of occluded light, which blocks reflections

金属图Metallic map

指示着色器(如果有)。Tells the shader if something is metal or not. Raw 金属 = 1.0 白色非金属 = 0.0 黑色。Raw Metal = 1.0 white Non-metal = 0.0 black. 可能有一些过渡灰度值,这些值指示了诸如灰尘等原材料的内容,但通常情况下,此地图只应为黑色和白色。There can be transitional gray values that indicate something covering the raw metal such as dirt, but in general this map should be black and white only.


Windows Mixed Reality 主页在使用自定义扩展定义的核心 glTF 规范之上提供一系列优化。Windows Mixed Reality home offers a series of optimizations on top of the core glTF spec defined using custom extensions. Windows 版本 <为1709,并且建议在更高版本的 Windows 上执行这些优化。These optimizations are required on Windows versions <= 1709 and recommended on newer versions of Windows. 可以使用 GitHub 上提供的 Windows Mixed Reality 资产转换器轻松优化任何 glTF 2.0 模型。You can easily optimize any glTF 2.0 model using the Windows Mixed Reality Asset Converter available on GitHub. 此工具将执行下面指定的正确纹理打包和优化。This tool will perform the correct texture packing and optimizations as specified below. 对于常规用法,我们建议使用 WindowsMRAssetConverter,但如果您需要更好地控制体验并想要生成自己的优化管道,则可以参阅下面的详细规范。For general usage, we recommend using the WindowsMRAssetConverter, but if you need more control over the experience and would like to build your own optimization pipeline then you can refer to the detailed specification below.


有关准确的模型限制的可能的确切列表,请参阅 3d 模型优化 一文,了解如何在 Dynamics 365 应用程序中使用。For a definitive list of what the possibilities are for exact model limits, refer to the 3D model optimization article for use in Dynamics 365 applications.


若要在混合现实环境中提高资产加载时间,Windows MR 支持根据此部分中定义的纹理打包方案来呈现打包的压缩 DDS 纹理。To improve asset loading time in Mixed Reality environments Windows MR supports rendering compressed DDS textures packed according to the texture packing scheme defined in this section. 使用 MSFT_texture_dds 扩展来引用 DDS 纹理。DDS textures are referenced using the MSFT_texture_dds extension. 强烈建议使用压缩纹理。Compressing textures is highly recommended.


基于 HoloLens 的混合现实体验预期纹理使用2纹理设置进行打包,使用的封装规范如下:HoloLens-based mixed reality experiences expect textures to be packed using a 2-texture setup using the following packing specification:

glTF 属性glTF Property 纹理Texture 打包方案Packing Scheme
pbrMetallicRoughnesspbrMetallicRoughness baseColorTexturebaseColorTexture 红色 (R) ,绿色 (G) ,蓝色 (B) Red (R), Green (G), Blue (B)
MSFT_packing_normalRoughnessMetallicMSFT_packing_normalRoughnessMetallic normalRoughnessMetallicTexturenormalRoughnessMetallicTexture 正常 (RG) ,粗糙度 (B) ,金属 () Normal (RG), Roughness (B), Metallic (A)

压缩 DDS 纹理时,每个映射上应有以下压缩:When compressing the DDS textures the following compression is expected on each map:

纹理Texture 预期压缩Expected Compression
baseColorTexture, normalRoughnessMetallicTexturebaseColorTexture, normalRoughnessMetallicTexture BC7BC7

沉浸式 (VR) 耳机Immersive (VR) headsets

沉浸式 (VR 的基于 PC 的 Windows Mixed Reality 体验) 耳机预期纹理使用三纹理设置进行打包,使用的封装规范如下:PC-based Windows Mixed Reality experiences for immersive (VR) headsets expect textures to be packed using a 3-texture setup using the following packing specification:

Windows OS >= 1803Windows OS >= 1803

glTF 属性glTF Property 纹理Texture 打包方案Packing Scheme
pbrMetallicRoughnesspbrMetallicRoughness baseColorTexturebaseColorTexture 红色 (R) ,绿色 (G) ,蓝色 (B) Red (R), Green (G), Blue (B)
MSFT_packing_occlusionRoughnessMetallicMSFT_packing_occlusionRoughnessMetallic occlusionRoughnessMetallicTextureocclusionRoughnessMetallicTexture 封闭 (R) ,粗糙度 (G) ,金属 (B) Occlusion (R), Roughness (G), Metallic (B)
MSFT_packing_occlusionRoughnessMetallicMSFT_packing_occlusionRoughnessMetallic normalTexturenormalTexture 正常 (RG) Normal (RG)

压缩 DDS 纹理时,每个映射上应有以下压缩:When compressing the DDS textures the following compression is expected on each map:

纹理Texture 预期压缩Expected Compression
normalTexturenormalTexture BC5BC5
baseColorTexture, occlusionRoughnessMetallicTexturebaseColorTexture, occlusionRoughnessMetallicTexture BC7BC7
Windows OS <= 1709Windows OS <= 1709

glTF 属性glTF Property 纹理Texture 打包方案Packing Scheme
pbrMetallicRoughnesspbrMetallicRoughness baseColorTexturebaseColorTexture 红色 (R) ,绿色 (G) ,蓝色 (B) Red (R), Green (G), Blue (B)
MSFT_packing_occlusionRoughnessMetallicMSFT_packing_occlusionRoughnessMetallic roughnessMetallicOcclusionTextureroughnessMetallicOcclusionTexture 粗糙度 (R) ,金属 (G) ,封闭 (B) Roughness (R), Metallic (G), Occlusion (B)
MSFT_packing_occlusionRoughnessMetallicMSFT_packing_occlusionRoughnessMetallic normalTexturenormalTexture 正常 (RG) Normal (RG)

压缩 DDS 纹理时,每个映射上应有以下压缩:When compressing the DDS textures the following compression is expected on each map:

纹理Texture 预期压缩Expected Compression
normalTexturenormalTexture BC5BC5
baseColorTexture, roughnessMetallicOcclusionTexturebaseColorTexture, roughnessMetallicOcclusionTexture BC7BC7

添加网格 LODsAdding mesh LODs

Windows MR 使用几何节点 LODs 根据屏幕覆盖情况在不同的详细级别中呈现3D 模型。Windows MR uses geometry node LODs to render 3D models in different levels of detail depending on on-screen coverage. 虽然在技术上不需要此功能,但建议将其用于所有资产。While this feature is technically not required, it's recommended for all assets. 目前,Windows 支持3个级别的详细信息。Currently Windows supports 3 levels of detail. 默认 LOD 为0,表示最高质量。The default LOD is 0, which represents the highest quality. 其他 LODs 按顺序编号,例如1、2,并且质量逐渐降低。Other LODs are numbered sequentially, for example, 1, 2 and get progressively lower in quality. Windows Mixed Reality 资产转换器支持生成满足此 LOD 规范的资产,方法是接受多个 glTF 模型并将它们合并到具有有效 LOD 级别的单个资产中。The Windows Mixed Reality Asset Converter supports generating assets that meet this LOD specification by accepting multiple glTF models and merging them into a single asset with valid LOD levels. 下表概述了预期的 LOD 排序和三角形目标:The following table outlines the expected LOD ordering and triangle targets:

LOD 级别LOD Level 推荐的三角形计数Recommended Triangle Count 最大三角形计数Max Triangle Count
LOD 0LOD 0 10,00010,000 10,00010,000
LOD 1LOD 1 5,0005,000 10,00010,000
LOD 2LOD 2 2,5002,500 10,00010,000

当使用 LODs 时,始终指定3个 LOD 级别。When using LODs always specify 3 LOD levels. 缺少 LODs 将导致模型不会意外呈现,因为 LOD 系统会切换到缺少的 LOD 级别。Missing LODs will cause the model to not render unexpectedly as the LOD system switches to the missing LOD level. glTF 2.0 当前不支持 LODs 作为核心规范的一部分。应使用 MSFT_LOD 扩展来定义 LODs。glTF 2.0 doesn't currently support LODs as part of the core spec. LODs should be defined using the MSFT_LOD extension.

屏幕覆盖范围Screen coverage

LODs 基于每个 LOD 上设置的屏幕覆盖值驱动的系统,在 Windows Mixed Reality 中显示。LODs are displayed in Windows Mixed Reality based on a system driven by the screen coverage value set on each LOD. 当前耗用更大的屏幕空间部分的对象将显示在更高的 LOD 级别。Objects that are currently consuming a larger portion of the screen space are displayed at a higher LOD level. 屏幕覆盖部分不是核心 glTF 2.0 规范的一部分,必须使用 MSFT_lod 扩展的 "附加" 部分中 MSFT_ScreenCoverage 指定。Screen coverage isn't a part of the core glTF 2.0 spec and must be specified using MSFT_ScreenCoverage in the “extras” section of the MSFT_lod extension.

LOD 级别LOD Level 建议范围Recommended Range 默认范围Default Range
LOD 0LOD 0 100%-50%100% - 50% 0.50.5
LOD 1LOD 1 低于 50%-20%Under 50% - 20% 0.20.2
LOD 2LOD 2 低于 20%-1%Under 20% - 1% 0.010.01
LOD 4LOD 4 低于1%Under 1% -

动画指导原则Animation guidelines


此功能已作为 Windows 10 2018 年4月更新的一部分添加。This feature was added as part of Windows 10 April 2018 Update. 在较早版本的 Windows 上,这些动画不会播放,但是,如果按照本文中的指南进行创作,它们仍会加载。On older versions of Windows these animations won't play back, however, they will still load if authored according to the guidance in this article.

混合现实主页支持在 HoloLens 和沉浸式 (VR) 耳机上进行动画处理的 glTF 对象。The mixed reality home supports animated glTF objects on HoloLens and immersive (VR) headsets. 如果要在模型上触发动画,则需要使用 glTF 格式的动画映射扩展。If you wish to trigger animations on your model, you'll need to use the Animation Map extension on the glTF format. 此扩展使您可以基于用户在世界上的存在性来触发 glTF 模型中的动画,例如,当用户接近对象或正在查看动画时触发动画。This extension lets you trigger animations in the glTF model based on the user's presence in the world, for example trigger an animation when the user is close to the object or while they're looking at it. 如果 glTF 对象具有动画,但没有定义触发器,动画将不会播放。If you glTF object has animations, but doesn't define triggers the animations won't be played back. 下面的部分介绍了一个用于将这些触发器添加到任何动画 glTF 对象的工作流。The section below describes one workflow for adding these triggers to any animated glTF object.


首先,下载以下工具(如果尚未这样做)。First, download the following tools if you don't have them already. 通过这些工具,可以轻松地打开任何 glTF 模型、预览它、进行更改并将其另存为 glTF 或 glb:These tools will make it easy to open any glTF model, preview it, make changes and save back out as glTF or .glb:

  1. Visual Studio CodeVisual Studio Code
  2. 用于 Visual Studio Code 的 glTF 工具glTF Tools for Visual Studio Code

打开和预览模型Opening and previewing the model

首先,通过将 glTF 文件拖到编辑器窗口中,在 VSCode 中打开 glTF 模型。Start by opening up the glTF model in VSCode by dragging the .glTF file into the editor window. 如果你使用的是 glb 而不是 glTF 文件,则可以使用已下载的 glTF 工具加载项将其导入 VSCode。If you've a .glb instead of a .glTF file you can import it into VSCode using the glTF Tools addon that you downloaded. 中转到 "视图 > 命令面板",然后在命令面板中开始键入 "glTF",并选择 "glTF:从 glb 导入",这会弹出一个文件选取器,以便你使用将 glb 导入。Go to "View -> Command Palette" and then begin typing "glTF" in the command palette and select "glTF: Import from glb", which will pop up a file picker for you to import a .glb with.

打开 glTF 模型后,应会在编辑器窗口中看到 JSON。Once you've opened your glTF model, you should see the JSON in the editor window. 您还可以使用右键单击文件名称,然后从右键单击菜单中选择 "glTF: Preview 3D Model" 命令快捷方式,在实时3D 查看器中预览模型。You can also preview the model in a live 3D viewer using the by right-clicking the file name and selecting the "glTF: Preview 3D Model" command shortcut from the right click menu.

添加触发器Adding the triggers

动画触发器使用动画映射扩展添加到 glTF 模型 JSON。Animation triggers are added to glTF model JSON using the Animation Map extension. 此动画地图扩展 在此处在 GitHub 上 公开记录 (注意:这是一个草稿扩展) 。The animation map extension is publicly documented here on GitHub (NOTE: THIS IS A DRAFT EXTENSION). 若要将扩展添加到模型中,只需滚动到编辑器中的 glTF 文件的末尾,并将 "extensionsUsed" 和 "extension" 块添加到文件(如果它们尚不存在)。To add the extension to your model just scroll to the end of the glTF file in the editor and add the "extensionsUsed" and "extensions" block to your file if they don't already exist. 在 "extensionsUsed" 节中,您将添加对 "EXT_animation_map" 扩展的引用,在 "extension" 块中,您将向模型中的动画添加映射。In the "extensionsUsed" section, you'll add a reference to the "EXT_animation_map" extension and in the "extensions" block you'll add your mappings to the animations in the model.

规范中 所述,使用 "动画" 列表中的 "语义" 字符串(一系列动画索引)定义动画触发器。As noted in the spec you define what triggers the animation using the "semantic" string on a list of "animations", which is an array of animation indices. 在下面的示例中,我们指定了在用户 gazing 对象时要播放的动画:In the example below we've specified the animation to play while the user is gazing at the object:

  "extensionsUsed": [
  "extensions" : {
      "EXT_animation_map" : {
            "bindings": [
                    "semantic": "GAZE",
                    "animations": [0]

Windows Mixed Reality 主页支持以下动画触发语义。The following animation triggers semantics are supported by the Windows Mixed Reality home.

  • "始终":不断循环播放动画"ALWAYS": Constantly loop an animation
  • "已保留":在整个期间内循环对象将被抓取。"HELD": Looped during the entire duration an object is grabbed.
  • "注视":在查看对象时循环"GAZE": Looped while an object is being looked at
  • "邻近性":在查看器接近对象时循环"PROXIMITY": Looped while a viewer is near to an object
  • "指向":当用户指向对象时循环"POINTING": Looped while a user is pointing at an object

保存和导出Saving and exporting

对 glTF 模型进行更改后,可以直接将其保存为 glTF。Once you've made the changes to your glTF model, you can save it directly as glTF. 您还可以在编辑器中右键单击该文件的名称,然后选择 "glTF: Export to GLB (binary file) " 以导出 GLB。You can also right-click the name of the file in the editor and select "glTF: Export to GLB (binary file)" to export a .glb.


动画的长度不能超过20分钟,并且不能超过36000个关键帧 (20 分钟的 30 FPS) 。Animations can't be longer than 20 minutes and can't contain more than 36,000 keyframes (20 mins at 30 FPS). 此外,当使用基于变形目标的动画时,不会超过8192的变形目标顶点。Additionally when using morph target-based animations don't exceed 8192 morph target vertices or less. 超过这些计数将导致动态资产在 Windows Mixed Reality 主页中不受支持。Exceeding these counts will cause the animated asset to be unsupported in the Windows Mixed Reality home.

功能Feature 最大值Maximum
持续时间Duration 20 分钟20 minutes
关键帧Keyframes 36,00036,000
变形目标顶点Morph Target Vertices 81928192

glTF 实现注释glTF Implementation notes

Windows MR 不支持使用负值刻度翻转几何。Windows MR doesn't support flipping geometry using negative scales. 具有负刻度的几何可能会导致视觉对象。Geometry with negative scales will likely result in visual artifacts.

GlTF 资产必须指向使用 Windows MR 呈现的场景属性的默认场景。The glTF asset MUST point to the default scene using the scene attribute to be rendered by Windows MR. 此外,windows 10 2018 年4月版更新之前的 Windows MR glTF 加载程序 需要 访问器:Additionally the Windows MR glTF loader before the Windows 10 April 2018 update requires accessors:

  • 必须具有最小值和最大值。Must have min and max values.
  • 类型标量必须是 componentType UNSIGNED_SHORT (5123) 或 UNSIGNED_INT (5125) 。Type SCALAR must be componentType UNSIGNED_SHORT (5123) or UNSIGNED_INT (5125).
  • 类型 VEC2 和 VEC3 必须为 componentType FLOAT (5126) 。Type VEC2 and VEC3 must be componentType FLOAT (5126).

以下材料属性用于核心 glTF 2.0 规范,但不是必需的:The following material properties are used from core glTF 2.0 spec but not required:

  • baseColorFactor, metallicFactor, roughnessFactorbaseColorFactor, metallicFactor, roughnessFactor
  • baseColorTexture:必须指向 dds 中存储的纹理。baseColorTexture: Must point to a texture stored in dds.
  • emissiveTexture:必须指向 dds 中存储的纹理。emissiveTexture: Must point to a texture stored in dds.
  • emissiveFactoremissiveFactor
  • alphaModealphaMode

以下材料属性将从核心规范中忽略:The following material properties are ignored from core spec:

  • 所有多 Uv-11All Multi-UVs
  • metalRoughnessTexture:必须改用下面定义的 Microsoft 优化纹理包metalRoughnessTexture: Must instead use Microsoft optimized texture packing defined below
  • normalTexture:必须改用下面定义的 Microsoft 优化纹理包normalTexture: Must instead use Microsoft optimized texture packing defined below
  • normalScalenormalScale
  • occlusionTexture:必须改用下面定义的 Microsoft 优化纹理包occlusionTexture: Must instead use Microsoft optimized texture packing defined below
  • occlusionStrengthocclusionStrength

Windows MR 不支持基元模式行和点。Windows MR doesn't support primitive mode lines and points.

仅支持单个 UV 顶点属性。Only a single UV vertex attribute is supported.

更多资源More resources

另请参阅See also