public void DrawSurfaceOptions(Material material)
        {
            PSXMaterialUtils.DrawRenderQueueCategory(materialEditor, renderQueueCategoryProp);
            // PSXMaterialUtils.DrawVertexColorMode(materialEditor, vertexColorModeProp);
            PSXMaterialUtils.DrawLightingMode(material, materialEditor, lightingModeProp, lightingBakedProp, lightingDynamicProp);
            PSXMaterialUtils.DrawShadingEvaluationMode(materialEditor, shadingEvaluationModeProp);
            // PSXMaterialUtils.DrawSurfaceTypeAndBlendMode(material, materialEditor, surfaceTypeProp, blendModeProp);
            PSXMaterialUtils.DrawCullingSettings(material, materialEditor, cullingProp);
            // PSXMaterialUtils.DrawAlphaClippingSettings(material, alphaClipProp, alphaClippingDitherIsEnabledProp);

            PSXMaterialUtils.DrawAffineTextureWarpingWeight(affineTextureWarpingWeightProp);
            PSXMaterialUtils.DrawPrecisionGeometryWeight(precisionGeometryWeightProp);
            PSXMaterialUtils.DrawFogWeight(fogWeightProp);
        }
示例#2
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        public virtual void DrawSurfaceOptions(Material material)
        {
            PSXMaterialUtils.DrawRenderQueueCategory(materialEditor, renderQueueCategoryProp);
            PSXMaterialUtils.DrawTextureFilterMode(materialEditor, textureFilterModeProp);
            PSXMaterialUtils.DrawVertexColorMode(materialEditor, vertexColorModeProp);
            PSXMaterialUtils.DrawLightingMode(material, materialEditor, lightingModeProp, lightingBakedProp, lightingDynamicProp);
            PSXMaterialUtils.DrawShadingEvaluationMode(materialEditor, shadingEvaluationModeProp);
            PSXMaterialUtils.DrawSurfaceTypeAndBlendMode(material, materialEditor, surfaceTypeProp, blendModeProp);
            PSXMaterialUtils.DrawCullingSettings(material, materialEditor, cullingProp, doubleSidedNormalModeProp, doubleSidedConstantsProp);
            PSXMaterialUtils.DrawAlphaClippingSettings(material, alphaClipProp, alphaClippingDitherIsEnabledProp, alphaClippingScaleBiasMinMaxProp);

            PSXMaterialUtils.DrawAffineTextureWarpingWeight(affineTextureWarpingWeightProp);
            PSXMaterialUtils.DrawPrecisionGeometryWeight(precisionGeometryWeightProp);
            PSXMaterialUtils.DrawFogWeight(fogWeightProp);
            PSXMaterialUtils.DrawDrawDistanceOverride(drawDrawDistanceOverrideModeProp, drawDrawDistanceOverrideProp);
        }