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); }
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); }