protected override void DrawCustomPropAtTop(Material material) { _util.DrawToggle("Billboard", "billboardOn"); DrawDitherProps(); DrawWindProps(); DrawRotateProps(); }
void DrawCubicColorProps() { _showCubicColorProps = _util.Foldout(_showCubicColorProps, "Cubic Color"); if (!_showCubicColorProps) { return; } DrawCubicColorSwapButtons(); DrawCubicColorBlock( ref _showBlock_T, "Top", "T", ref _customProperties.topColor1, ref _customProperties.topColor2 ); DrawCubicColorBlock( ref _showBlock_R, "Right", "R", ref _customProperties.rightColor1, ref _customProperties.rightColor2 ); DrawCubicColorBlock( ref _showBlock_F, "Front", "F", ref _customProperties.frontColor1, ref _customProperties.frontColor2 ); DrawCubicColorBlock( ref _showBlock_L, "Left", "L", ref _customProperties.leftColor1, ref _customProperties.leftColor2 ); DrawCubicColorBlock( ref _showBlock_B, "Back", "B", ref _customProperties.backColor1, ref _customProperties.backColor2 ); DrawCubicColorBlock( ref _showBlock_D, "Bottom", "D", ref _customProperties.bottomColor1, ref _customProperties.bottomColor2 ); EditorGUILayout.Space(); _util.DrawToggle("Mix Cubic Color", "mixCubicColorOn"); _util.DrawToggle("Multiply Cubic & Diffuse", "multiplyCubicDiffuseOn"); _util.DrawSlider("Cubic Color Power", "cubicColorPower", -1f, 1f); _util.DrawSlider("World Space Normal", "worldSpaceNormal", 0f, 1f); _util.DrawSlider("World Space Gradient", "worldSpaceGradient", 0f, 1f); }
void DrawWaterColorProps() { _showWaterColorProps = _util.Foldout(_showWaterColorProps, "Water & Underwater Color"); if (!_showWaterColorProps) { return; } _util.DrawSlider("Color Depth", "waterColorDepth", 0f, 10f); _util.DrawToggle("Depth Debug", "depthDebug"); materialEditor.ColorProperty(_customProperties.foamColor, "Foam Color"); _util.DrawSlider("Foam Sharpness", "foamSharpness", 0f, 10f); _util.DrawSlider("Foam Factor", "foamFactor", -2f, 2f); materialEditor.ColorProperty(_customProperties.underwaterColor, "Underwater Color"); _util.DrawToggle("Multiply Underwater", "multiplyUnderwater"); _util.DrawSlider("Water Distortion", "waterDistortion", 0f, 10f); }
void DrawShadingProps() { _showShadingProps = _util.Foldout(_showShadingProps, "Basic Shading"); if (!_showShadingProps) { return; } _util.DrawSlider("Shade Contrast", "shadeContrast", -2f, 8f); bool toonShadingOn = _util.DrawToggle("Toon Shading", "toonShadingOn"); EditorGUI.BeginDisabledGroup(!toonShadingOn); { _util.DrawSlider("Toon Shade Step 1", "toonShadeStep1", 0f, 1f); _util.DrawSlider("Toon Shade Step 2", "toonShadeStep2", 0f, 1f); _util.DrawSlider("Toon Shade Smoothness", "toonShadeSmoothness", 0f, 0.3f); } EditorGUI.EndDisabledGroup(); }