SetKeyword() private static method

private static SetKeyword ( Material m, string keyword, bool state ) : void
m UnityEngine.Material
keyword string
state bool
return void
        private static void SetMaterialKeywords(Material material, StandardShaderGUI.WorkflowMode workflowMode)
        {
            StandardShaderGUI.SetKeyword(material, "_NORMALMAP", (bool)((UnityEngine.Object)material.GetTexture("_BumpMap")) || (bool)((UnityEngine.Object)material.GetTexture("_DetailNormalMap")));
            if (workflowMode == StandardShaderGUI.WorkflowMode.Specular)
            {
                StandardShaderGUI.SetKeyword(material, "_SPECGLOSSMAP", (bool)((UnityEngine.Object)material.GetTexture("_SpecGlossMap")));
            }
            else if (workflowMode == StandardShaderGUI.WorkflowMode.Metallic)
            {
                StandardShaderGUI.SetKeyword(material, "_METALLICGLOSSMAP", (bool)((UnityEngine.Object)material.GetTexture("_MetallicGlossMap")));
            }
            StandardShaderGUI.SetKeyword(material, "_PARALLAXMAP", (bool)((UnityEngine.Object)material.GetTexture("_ParallaxMap")));
            StandardShaderGUI.SetKeyword(material, "_DETAIL_MULX2", (bool)((UnityEngine.Object)material.GetTexture("_DetailAlbedoMap")) || (bool)((UnityEngine.Object)material.GetTexture("_DetailNormalMap")));
            bool state = StandardShaderGUI.ShouldEmissionBeEnabled(material.GetColor("_EmissionColor"));

            StandardShaderGUI.SetKeyword(material, "_EMISSION", state);
            MaterialGlobalIlluminationFlags illuminationFlags1 = material.globalIlluminationFlags;

            if ((illuminationFlags1 & (MaterialGlobalIlluminationFlags.RealtimeEmissive | MaterialGlobalIlluminationFlags.BakedEmissive)) == MaterialGlobalIlluminationFlags.None)
            {
                return;
            }
            MaterialGlobalIlluminationFlags illuminationFlags2 = illuminationFlags1 & ~MaterialGlobalIlluminationFlags.EmissiveIsBlack;

            if (!state)
            {
                illuminationFlags2 |= MaterialGlobalIlluminationFlags.EmissiveIsBlack;
            }
            material.globalIlluminationFlags = illuminationFlags2;
        }
        private static void SetMaterialKeywords(Material material, StandardShaderGUI.WorkflowMode workflowMode)
        {
            StandardShaderGUI.SetKeyword(material, "_NORMALMAP", material.GetTexture("_BumpMap") || material.GetTexture("_DetailNormalMap"));
            if (workflowMode == StandardShaderGUI.WorkflowMode.Specular)
            {
                StandardShaderGUI.SetKeyword(material, "_SPECGLOSSMAP", material.GetTexture("_SpecGlossMap"));
            }
            else if (workflowMode == StandardShaderGUI.WorkflowMode.Metallic)
            {
                StandardShaderGUI.SetKeyword(material, "_METALLICGLOSSMAP", material.GetTexture("_MetallicGlossMap"));
            }
            StandardShaderGUI.SetKeyword(material, "_PARALLAXMAP", material.GetTexture("_ParallaxMap"));
            StandardShaderGUI.SetKeyword(material, "_DETAIL_MULX2", material.GetTexture("_DetailAlbedoMap") || material.GetTexture("_DetailNormalMap"));
            bool flag = StandardShaderGUI.ShouldEmissionBeEnabled(material, material.GetColor("_EmissionColor"));

            StandardShaderGUI.SetKeyword(material, "_EMISSION", flag);
            if (material.HasProperty("_SmoothnessTextureChannel"))
            {
                StandardShaderGUI.SetKeyword(material, "_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A", StandardShaderGUI.GetSmoothnessMapChannel(material) == StandardShaderGUI.SmoothnessMapChannel.AlbedoAlpha);
            }
            MaterialGlobalIlluminationFlags materialGlobalIlluminationFlags = material.globalIlluminationFlags;

            if ((materialGlobalIlluminationFlags & (MaterialGlobalIlluminationFlags.RealtimeEmissive | MaterialGlobalIlluminationFlags.BakedEmissive)) != MaterialGlobalIlluminationFlags.None)
            {
                materialGlobalIlluminationFlags &= ~MaterialGlobalIlluminationFlags.EmissiveIsBlack;
                if (!flag)
                {
                    materialGlobalIlluminationFlags |= MaterialGlobalIlluminationFlags.EmissiveIsBlack;
                }
                material.globalIlluminationFlags = materialGlobalIlluminationFlags;
            }
        }
        private static void SetMaterialKeywords(Material material, StandardShaderGUI.WorkflowMode workflowMode)
        {
            StandardShaderGUI.SetKeyword(material, "_NORMALMAP", material.GetTexture("_BumpMap") || material.GetTexture("_DetailNormalMap"));
            if (workflowMode == StandardShaderGUI.WorkflowMode.Specular)
            {
                StandardShaderGUI.SetKeyword(material, "_SPECGLOSSMAP", material.GetTexture("_SpecGlossMap"));
            }
            else
            {
                if (workflowMode == StandardShaderGUI.WorkflowMode.Metallic)
                {
                    StandardShaderGUI.SetKeyword(material, "_METALLICGLOSSMAP", material.GetTexture("_MetallicGlossMap"));
                }
            }
            StandardShaderGUI.SetKeyword(material, "_PARALLAXMAP", material.GetTexture("_ParallaxMap"));
            StandardShaderGUI.SetKeyword(material, "_DETAIL_MULX2", material.GetTexture("_DetailAlbedoMap") || material.GetTexture("_DetailNormalMap"));
            bool flag = StandardShaderGUI.ShouldEmissionBeEnabled(material.GetColor("_EmissionColor"));

            StandardShaderGUI.SetKeyword(material, "_EMISSION", flag);
            MaterialGlobalIlluminationFlags materialGlobalIlluminationFlags = material.globalIlluminationFlags;

            if ((materialGlobalIlluminationFlags & (MaterialGlobalIlluminationFlags.RealtimeEmissive | MaterialGlobalIlluminationFlags.BakedEmissive)) != MaterialGlobalIlluminationFlags.None)
            {
                materialGlobalIlluminationFlags &= ~MaterialGlobalIlluminationFlags.EmissiveIsBlack;
                if (!flag)
                {
                    materialGlobalIlluminationFlags |= MaterialGlobalIlluminationFlags.EmissiveIsBlack;
                }
                material.globalIlluminationFlags = materialGlobalIlluminationFlags;
            }
        }
示例#4
0
        private static void SetMaterialKeywords(Material material, StandardShaderGUI.WorkflowMode workflowMode)
        {
            StandardShaderGUI.SetKeyword(material, "_NORMALMAP", material.GetTexture("_BumpMap") || material.GetTexture("_DetailNormalMap"));
            if (workflowMode == StandardShaderGUI.WorkflowMode.Specular)
            {
                StandardShaderGUI.SetKeyword(material, "_SPECGLOSSMAP", material.GetTexture("_SpecGlossMap"));
            }
            else if (workflowMode == StandardShaderGUI.WorkflowMode.Metallic)
            {
                StandardShaderGUI.SetKeyword(material, "_METALLICGLOSSMAP", material.GetTexture("_MetallicGlossMap"));
            }
            StandardShaderGUI.SetKeyword(material, "_PARALLAXMAP", material.GetTexture("_ParallaxMap"));
            StandardShaderGUI.SetKeyword(material, "_DETAIL_MULX2", material.GetTexture("_DetailAlbedoMap") || material.GetTexture("_DetailNormalMap"));
            MaterialEditor.FixupEmissiveFlag(material);
            bool state = (material.globalIlluminationFlags & MaterialGlobalIlluminationFlags.EmissiveIsBlack) == MaterialGlobalIlluminationFlags.None;

            StandardShaderGUI.SetKeyword(material, "_EMISSION", state);
            if (material.HasProperty("_SmoothnessTextureChannel"))
            {
                StandardShaderGUI.SetKeyword(material, "_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A", StandardShaderGUI.GetSmoothnessMapChannel(material) == StandardShaderGUI.SmoothnessMapChannel.AlbedoAlpha);
            }
        }