void DoSubsurfaceArea()
 {
     MGUI.PropertyGroup(() => {
         me.ShaderProperty(subsurface, "Enable");
         MGUI.ToggleGroup(subsurface.floatValue == 0);
         MGUI.PropertyGroupLayer(() => {
             MGUI.SpaceN1();
             me.TexturePropertySingleLine(Tips.thicknessMapText, thicknessMap, thicknessMap.textureValue ? thicknessMapPower : null);
             if (thicknessMap.textureValue)
             {
                 MGUI.TexPropLabel("Power", 94);
             }
             me.ShaderProperty(scatterCol, Tips.scatterCol);
             me.ShaderProperty(scatterAlbedoTint, Tips.scatterAlbedoTint);
             MGUI.Space8();
             me.ShaderProperty(scatterIntensity, Tips.scatterIntensity);
             me.ShaderProperty(scatterAmbient, Tips.scatterAmbient);
             me.ShaderProperty(scatterPow, Tips.scatterPow);
             me.ShaderProperty(scatterDist, Tips.scatterDist);
             me.ShaderProperty(wrappingFactor, Tips.wrappingFactor);
             MGUI.SpaceN2();
         });
         MGUI.ToggleGroupEnd();
     });
 }
 void DoFilteringArea()
 {
     MGUI.PropertyGroup(() => {
         me.ShaderProperty(filtering, "Enable");
         MGUI.ToggleGroup(filtering.floatValue == 0);
         MGUI.BoldLabel("Base Color");
         MGUI.PropertyGroupLayer(() => {
             MGUI.SpaceN1();
             me.ShaderProperty(hue, "Hue");
             me.ShaderProperty(saturation, "Saturation");
             me.ShaderProperty(brightness, "Brightness");
             me.ShaderProperty(contrast, "Contrast");
             MGUI.SpaceN2();
         });
         MGUI.Space4();
         MGUI.BoldLabel("Detail Color");
         MGUI.PropertyGroupLayer(() => {
             MGUI.SpaceN1();
             me.ShaderProperty(hueDet, "Hue");
             me.ShaderProperty(saturationDet, "Saturation");
             me.ShaderProperty(brightnessDet, "Brightness");
             me.ShaderProperty(contrastDet, "Contrast");
             MGUI.SpaceN2();
         });
         if (emissionEnabled)
         {
             MGUI.Space4();
             MGUI.BoldLabel("Emission Color");
             MGUI.PropertyGroupLayer(() => {
                 MGUI.SpaceN1();
                 me.ShaderProperty(hueEmiss, "Hue");
                 me.ShaderProperty(saturationEmiss, "Saturation");
                 me.ShaderProperty(brightnessEmiss, "Brightness");
                 me.ShaderProperty(contrastEmiss, "Contrast");
                 MGUI.SpaceN2();
             });
         }
         MGUI.Space4();
         MGUI.BoldLabel("Global Color");
         MGUI.PropertyGroupLayer(() => {
             MGUI.SpaceN1();
             me.ShaderProperty(huePost, "Hue");
             me.ShaderProperty(saturationPost, "Saturation");
             me.ShaderProperty(brightnessPost, "Brightness");
             me.ShaderProperty(contrastPost, "Contrast");
             MGUI.SpaceN2();
         });
         MGUI.ToggleGroupEnd();
     });
 }
    void DoRenderingArea(Material mat)
    {
        MGUI.PropertyGroup(() => {
            MGUI.PropertyGroupLayer(() => {
                MGUI.SpaceN2();
                if (samplingMode.floatValue != 4)
                {
                    me.ShaderProperty(culling, Tips.culling);
                }
                queueOffset.floatValue = (int)queueOffset.floatValue;
                me.ShaderProperty(queueOffset, Tips.queueOffset);
                MGUI.SpaceN1();
                MGUI.DummyProperty("Render Queue:", mat.renderQueue.ToString());
                MGUI.SpaceN4();
            });
            MGUI.Space1();
            MGUI.PropertyGroupLayer(() => {
                MGUI.SpaceN2();
                MGUI.ToggleFloat(me, Tips.useFresnel, useFresnel, fresnelStrength);
                MGUI.ToggleFloat(me, Tips.highlightsText, highlights, specularStrength);
                MGUI.ToggleFloat(me, Tips.reflectionsText, reflections, reflectionStrength);
                MGUI.ToggleFloat(me, Tips.ssrText, ssr, ssrStrength);
                if (ssr.floatValue == 1)
                {
                    me.ShaderProperty(edgeFade, Tips.edgeFadeText);
                }
                MGUI.ToggleFloat(me, Tips.reflVertexColor, reflVertexColor, reflVertexColorStrength);
                MGUI.ToggleFloat(me, Tips.reflShadows, reflShadows, reflShadowStrength);
                if (reflShadows.floatValue == 1)
                {
                    me.ShaderProperty(brightnessReflShad, "Brightness", 1);
                    me.ShaderProperty(contrastReflShad, "Contrast", 1);
                    me.ShaderProperty(hdrReflShad, "HDR", 1);
                }
                MGUI.ToggleFloat(me, Tips.gsaa, gsaa, gsaaStrength);
            });
            MGUI.Space1();
            MGUI.PropertyGroupLayer(() => {
                MGUI.SpaceN3();
                me.ShaderProperty(_BakeryMode, Tips.bakeryMode);
                me.ShaderProperty(_BAKERY_SHNONLINEAR, "Bakery Non-Linear SH");
                me.ShaderProperty(_BAKERY_LMSPEC, "Bakery Lightmap Specular");
                me.ShaderProperty(bicubicLightmap, Tips.bicubicLightmap);
                                #if LTCGI_INCLUDED
                me.ShaderProperty(ltcgi, "LTCGI");
                if (ltcgi.floatValue == 1)
                {
                    me.ShaderProperty(ltcgi_spec_off, "LTCGI Disable Specular");
                    me.ShaderProperty(ltcgi_diffuse_off, "LTCGI Disable Diffuse");
                }
                                #else
                ltcgi.floatValue = 0;
                mat.DisableKeyword("LTCGI");
                                #endif
                me.EnableInstancingField();
                MGUI.SpaceN2();
                me.DoubleSidedGIField();
                MGUI.SpaceN3();
            });

            if (ssr.floatValue == 1)
            {
                MGUI.DisplayInfo("\nScreenspace reflections in VRChat requires the \"Depth Light\" prefab found in: Assets/Mochie/Unity/Prefabs\n\nIt is also is VERY expensive, please use it sparingly!\n");
            }
            MGUI.Space1();
            // me.TexturePropertySingleLine(new GUIContent("RNM0"), _RNM0);
            // me.TexturePropertySingleLine(new GUIContent("RNM1"), _RNM1);
            // me.TexturePropertySingleLine(new GUIContent("RNM2"), _RNM2);
        });
    }