public static void UpdateMaterial(Material material, MaterialUpdateType updateType) { // newly created materials should initialize the globalIlluminationFlags (default is off) if (updateType == MaterialUpdateType.CreatedNewMaterial) { material.globalIlluminationFlags = MaterialGlobalIlluminationFlags.BakedEmissive; } BaseShaderGUI.UpdateMaterialSurfaceOptions(material, automaticRenderQueue: false); LitGUI.SetupSpecularWorkflowKeyword(material, out bool isSpecularWorkflow); }
// collect properties from the material properties public override void FindProperties(MaterialProperty[] properties) { // save off the list of all properties for shadergraph this.properties = properties; var material = materialEditor?.target as Material; if (material == null) { return; } base.FindProperties(properties); workflowMode = BaseShaderGUI.FindProperty(Property.SpecularWorkflowMode, properties, false); }
public static void UpdateMaterial(Material material, MaterialUpdateType updateType) { BaseShaderGUI.UpdateMaterialSurfaceOptions(material, automaticRenderQueue: false); }
public static void UpdateMaterial(Material material, MaterialUpdateType updateType) { bool automaticRenderQueue = GetAutomaticQueueControlSetting(material); BaseShaderGUI.UpdateMaterialSurfaceOptions(material, automaticRenderQueue); }