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Merge pull request #20895 from Mugen87/dev2
Docs: More clean up.
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docs/api/en/materials/MeshBasicMaterial.html

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blend between the two colors.
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</p>
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<h3>[property:TextureCube envMap]</h3>
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<h3>[property:Texture envMap]</h3>
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<p>The environment map. Default is null.</p>
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<h3>[property:Texture lightMap]</h3>

docs/api/en/materials/MeshLambertMaterial.html

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<h3>[property:Float emissiveIntensity]</h3>
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<p>Intensity of the emissive light. Modulates the emissive color. Default is 1.</p>
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<h3>[property:TextureCube envMap]</h3>
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<h3>[property:Texture envMap]</h3>
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<p>The environment map. Default is null.</p>
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<h3>[property:Texture lightMap]</h3>

docs/api/en/materials/MeshPhongMaterial.html

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<h3>[property:Float emissiveIntensity]</h3>
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<p>Intensity of the emissive light. Modulates the emissive color. Default is 1.</p>
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<h3>[property:TextureCube envMap]</h3>
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<h3>[property:Texture envMap]</h3>
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<p>The environment map. Default is null.</p>
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<h3>[property:Texture lightMap]</h3>
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<p>The light map. Default is null. The lightMap requires a second set of UVs.</p>
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docs/api/en/materials/MeshStandardMaterial.html

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<h3>[property:Float emissiveIntensity]</h3>
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<p>Intensity of the emissive light. Modulates the emissive color. Default is 1.</p>
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<h3>[property:TextureCube envMap]</h3>
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<p>The environment map. Default is null. Note that in order for the material roughness
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property to correctly blur out the environment map, the shader must have access to mipmaps
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of the env texture. TextureCubes created with default settings are correctly configured;
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if adjusting texture parameters manually, ensure minFilter is set to one of the MipMap options,
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and that mip maps have not been otherwise forcibly disabled.</p>
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<p>
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Note: only [link:https://threejs.org/docs/#api/textures/CubeTexture cube environment maps] are supported
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for MeshStandardMaterial. If you want to use an equirectangular map you will need to use
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[page:WebGLCubeRenderTarget.fromEquirectangularTexture WebGLCubeRenderTarget.fromEquirectangularTexture]().
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See this [link:https://threejs.org/examples/webgl_materials_envmaps_exr.html example] for details.
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<h3>[property:Texture envMap]</h3>
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<p>The environment map. To ensure a physically correct rendering, you should only add
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environment maps which were preprocessed by [page:PMREMGenerator]. Default is null.
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</p>
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<h3>[property:Float envMapIntensity]</h3>

docs/api/zh/materials/MeshBasicMaterial.html

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[page:Materials THREE.AddOperation]。如果选择多个,则使用[page:.reflectivity]在两种颜色之间进行混合。
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</p>
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<h3>[property:TextureCube envMap]</h3>
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<h3>[property:Texture envMap]</h3>
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<p>环境贴图。默认值为null。</p>
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<h3>[property:Texture lightMap]</h3>

docs/api/zh/materials/MeshLambertMaterial.html

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<h3>[property:Float emissiveIntensity]</h3>
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<p> 放射光强度。调节发光颜色。默认为1。</p>
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<h3>[property:TextureCube envMap]</h3>
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<h3>[property:Texture envMap]</h3>
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<p> 环境贴图。默认值为null。</p>
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<h3>[property:Texture lightMap]</h3>

docs/api/zh/materials/MeshPhongMaterial.html

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<h3>[property:Float emissiveIntensity]</h3>
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<p>放射光强度。调节发光颜色。默认为1。</p>
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<h3>[property:TextureCube envMap]</h3>
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<h3>[property:Texture envMap]</h3>
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<p>环境贴图。默认值为null。</p>
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docs/api/zh/materials/MeshStandardMaterial.html

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<h3>[property:Float emissiveIntensity]</h3>
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<p>放射光强度。调节发光颜色。默认为1。</p>
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<h3>[property:TextureCube envMap]</h3>
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<p> 环境贴图。默认值为null。
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请注意,为了使材质粗糙度属性能够正确地模糊环境贴图,shader必须能够访问环境纹理的mipmaps。
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使用默认设置创建的TextureCubes已正确配置; 如果手动调整纹理参数,
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请确保将minFilter设置为其中一个MipMap选项,并且未强制禁用mip贴图。</p>
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<p>
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注意:MeshStandardMaterial 仅支持[link:https://threejs.org/docs/#api/textures/CubeTexture cube environment maps]。
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如果要使用equirectangular贴图,则需要使用 [page:WebGLCubeRenderTarget.fromEquirectangularTexture WebGLCubeRenderTarget.fromEquirectangularTexture]()。
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详细信息请参阅此示例[link:https://threejs.org/examples/webgl_materials_envmaps_exr.html example]。
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<h3>[property:Texture envMap]</h3>
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<p>The environment map. To ensure a physically correct rendering, you should only add
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environment maps which were preprocessed by [page:PMREMGenerator]. Default is null.
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</p>
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<h3>[property:Float envMapIntensity]</h3>

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