public override void ShaderPropertiesLightingGUI(Material material)
        {
            CloudLightMode light = (CloudLightMode)material.GetInt("_LightMode");

            lightMode.floatValue = (float)(CloudLightMode)EditorGUILayout.EnumPopup("Lighting Mode", light);
            m_MaterialEditor.TexturePropertySingleLine(CustomContent.cloudAttenuationRamp, cloudAttenuationRamp);
            if (lightMode.floatValue == (float)CloudLightMode.FakeDirectional)
            {
                EditorGUILayout.LabelField(CustomContent.fakeLightHeader, EditorStyles.boldLabel);
                using (new IndentScope(1))
                {
                    fakeLightDirection.vectorValue = EditorGUILayout.Vector3Field(CustomContent.fakeLightDirection, fakeLightDirection.vectorValue);
                    fakeLightColor.colorValue      = EditorGUILayout.ColorField(CustomContent.fakeLightColor, fakeLightColor.colorValue);
                    fakeLightIntensity.floatValue  = EditorGUILayout.FloatField(CustomContent.fakeLightIntensity, fakeLightIntensity.floatValue);
                }
            }

            if (light == CloudLightMode.DynamicPerPixel || light == CloudLightMode.FakeDirectional)
            {
                m_MaterialEditor.TexturePropertySingleLine(Content.normalMap, normalMap, null);
            }
            else
            {
                EditorGUILayout.LabelField(Content.vertexNormals);
            }

            cloudBackScattering.floatValue = EditorGUILayout.Slider(CustomContent.cloudBackScattering, cloudBackScattering.floatValue, 0.0f, 1.0f);
        }
        public override void SetLightingMaterialKeywords(Material material)
        {
            CloudLightMode lightMode = (CloudLightMode)material.GetInt("_LightMode");

            ShurikenMaster.SetKeyword(material, "VFX_LIGHTING", lightMode == CloudLightMode.DynamicPerPixel);
            ShurikenMaster.SetKeyword(material, "VFX_LIGHTING_FAKEDIRECTIONAL", lightMode == CloudLightMode.FakeDirectional);
            ShurikenMaster.SetKeyword(material, "VFX_LIGHTING_RAYMARCH2D", lightMode == CloudLightMode.Raymarch2D);
        }