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m_MaterialEditor.ShaderProperty(materialID, StylesBaseLit.materialIDText); |
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if ((int)materialID.floatValue == (int)BaseLitGUI.MaterialId.LitSSS) |
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{ |
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EditorGUI.indentLevel++; |
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m_MaterialEditor.ShaderProperty(transmissionEnable, StylesBaseLit.transmissionEnableText); |
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EditorGUI.indentLevel--; |
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} |
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m_MaterialEditor.ShaderProperty(supportDBuffer, StylesBaseLit.supportDBufferText); |
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m_MaterialEditor.ShaderProperty(enableMotionVectorForVertexAnimation, StylesBaseLit.enableMotionVectorForVertexAnimationText); |
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