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); }); }