diff --git a/docs/en/graphics/texture/2d.md b/docs/en/graphics/texture/2d.mdx
similarity index 87%
rename from docs/en/graphics/texture/2d.md
rename to docs/en/graphics/texture/2d.mdx
index 19b6733c8..1a3f1e553 100644
--- a/docs/en/graphics/texture/2d.md
+++ b/docs/en/graphics/texture/2d.mdx
@@ -1,8 +1,8 @@
---
order: 1
-title: 2D 纹理
-type: 图形
-group: 纹理
+title: 2D Texture
+type: Graphics
+group: Texture
label: Graphics/Texture
---
@@ -12,7 +12,7 @@ label: Graphics/Texture
In the editor, you can easily import a 2D texture by following the path **[Asset Panel](/en/docs/assets/interface)** -> **Right-click Upload** -> **Select Texture2D** -> **Choose the corresponding texture** -> **2D texture asset creation complete**.
-
+
Similarly, in the script, you can load an image through [ResourceManager](/apis/core/#ResourceManager) to get the corresponding 2D texture:
@@ -85,7 +85,7 @@ texture.getPixelBuffer(0, 0, width, height, 0, data);
Assigning the texture to the corresponding property of the material ball can enable different rendering functions. For example, adding a base color texture can determine the basic tone of the model. In the editor, you only need to select the corresponding texture in the corresponding property.
-
+
Similarly, in the script, you can set it like this:
@@ -98,7 +98,7 @@ material.baseTexture = texture;
## Color Expansion
-
+
To solve the problem of black edges appearing at the abrupt changes in Alpha values in images with transparent pixels, the editor has a built-in color expansion function. This function removes the black edges of the image by rewriting the RGB values of all transparent pixels in the image to the RGB values of the nearest non-fully transparent pixels.
@@ -109,6 +109,6 @@ To solve the problem of black edges appearing at the abrupt changes in Alpha val
## Export Configuration
-
+
The [Project Release](/en/docs/platform/platform) document explains the **global configuration** for texture export in detail. If the Overwrite option is selected here, this asset will follow the **custom configuration** instead of the **global configuration** during export.
diff --git a/docs/en/graphics/texture/compression.md b/docs/en/graphics/texture/compression.mdx
similarity index 90%
rename from docs/en/graphics/texture/compression.md
rename to docs/en/graphics/texture/compression.mdx
index c75635608..2b041bd7d 100644
--- a/docs/en/graphics/texture/compression.md
+++ b/docs/en/graphics/texture/compression.mdx
@@ -36,7 +36,7 @@ KTX2 can be generated using:
When packaging the project, the editor can configure options to generate KTX2. Refer to the '[Project Release](/en/docs/platform/platform/)' document. The project export is a global configuration, and different compression formats can be configured independently for different texture resources. Check overwrite in the texture panel of the editor to override the global configuration:
-
+
- ETC1S has a small size and minimal memory usage but lower quality, suitable for albedo, specular, and other maps.
- UASTC has a larger size and higher quality, suitable for normal maps and similar textures.
diff --git a/docs/en/graphics/texture/cube.md b/docs/en/graphics/texture/cube.mdx
similarity index 100%
rename from docs/en/graphics/texture/cube.md
rename to docs/en/graphics/texture/cube.mdx
diff --git a/docs/en/graphics/texture/rtt.md b/docs/en/graphics/texture/rtt.mdx
similarity index 100%
rename from docs/en/graphics/texture/rtt.md
rename to docs/en/graphics/texture/rtt.mdx
diff --git a/docs/en/graphics/texture/texture.md b/docs/en/graphics/texture/texture.mdx
similarity index 93%
rename from docs/en/graphics/texture/texture.md
rename to docs/en/graphics/texture/texture.mdx
index 523c2459e..ad75bc4b5 100644
--- a/docs/en/graphics/texture/texture.md
+++ b/docs/en/graphics/texture/texture.mdx
@@ -34,14 +34,14 @@ This article will mainly introduce:
Texture space is determined by the shape of the texture. 2D textures require 2D space vectors for texture sampling, while cube textures require 3D space vectors for texture sampling.
-