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

            BaseShaderGUI.UpdateMaterialSurfaceOptions(material, automaticRenderQueue);
        }