예제 #1
0
        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);
        }
예제 #2
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        // 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);
        }
예제 #3
0
 public static void UpdateMaterial(Material material, MaterialUpdateType updateType)
 {
     BaseShaderGUI.UpdateMaterialSurfaceOptions(material, automaticRenderQueue: false);
 }
예제 #4
0
        public static void UpdateMaterial(Material material, MaterialUpdateType updateType)
        {
            bool automaticRenderQueue = GetAutomaticQueueControlSetting(material);

            BaseShaderGUI.UpdateMaterialSurfaceOptions(material, automaticRenderQueue);
        }