public ParticleProperties(MaterialProperty[] properties) { // Surface Option Props colorMode = BaseShaderGUI.FindProperty("_ColorMode", properties, false); // Advanced Props flipbookMode = BaseShaderGUI.FindProperty("_FlipbookBlending", properties); softParticlesEnabled = BaseShaderGUI.FindProperty("_SoftParticlesEnabled", properties); cameraFadingEnabled = BaseShaderGUI.FindProperty("_CameraFadingEnabled", properties); distortionEnabled = BaseShaderGUI.FindProperty("_DistortionEnabled", properties, false); softParticlesNearFadeDistance = BaseShaderGUI.FindProperty("_SoftParticlesNearFadeDistance", properties); softParticlesFarFadeDistance = BaseShaderGUI.FindProperty("_SoftParticlesFarFadeDistance", properties); cameraNearFadeDistance = BaseShaderGUI.FindProperty("_CameraNearFadeDistance", properties); cameraFarFadeDistance = BaseShaderGUI.FindProperty("_CameraFarFadeDistance", properties); distortionBlend = BaseShaderGUI.FindProperty("_DistortionBlend", properties, false); distortionStrength = BaseShaderGUI.FindProperty("_DistortionStrength", properties, false); }
public LitProperties(MaterialProperty[] properties) { // Surface Option Props workflowMode = BaseShaderGUI.FindProperty("_WorkflowMode", properties, false); // Surface Input Props metallic = BaseShaderGUI.FindProperty("_Metallic", properties); specColor = BaseShaderGUI.FindProperty("_SpecColor", properties, false); metallicGlossMap = BaseShaderGUI.FindProperty("_MetallicGlossMap", properties); specGlossMap = BaseShaderGUI.FindProperty("_SpecGlossMap", properties, false); smoothness = BaseShaderGUI.FindProperty("_Smoothness", properties, false); smoothnessMapChannel = BaseShaderGUI.FindProperty("_SmoothnessTextureChannel", properties, false); bumpMapProp = BaseShaderGUI.FindProperty("_BumpMap", properties, false); bumpScaleProp = BaseShaderGUI.FindProperty("_BumpScale", properties, false); occlusionStrength = BaseShaderGUI.FindProperty("_OcclusionStrength", properties, false); occlusionMap = BaseShaderGUI.FindProperty("_OcclusionMap", properties, false); // Advanced Props highlights = BaseShaderGUI.FindProperty("_SpecularHighlights", properties, false); reflections = BaseShaderGUI.FindProperty("_EnvironmentReflections", properties, false); }
public BakedLitProperties(MaterialProperty[] properties) { // Surface Input Props bumpMapProp = BaseShaderGUI.FindProperty("_BumpMap", properties, false); }