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Missed one file in Lock UV mapping of details with base

/stochastic_alpha_test
sebastienlagarde 7 年前
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2a53ec8d
共有 1 个文件被更改,包括 8 次插入1 次删除
  1. 9
      ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Editor/LitUI.cs

9
ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Editor/LitUI.cs


public static GUIContent detailAlbedoScaleText = new GUIContent("Detail AlbedoScale", "Detail Albedo Scale factor");
public static GUIContent detailNormalScaleText = new GUIContent("Detail NormalScale", "Normal Scale factor");
public static GUIContent detailSmoothnessScaleText = new GUIContent("Detail SmoothnessScale", "Smoothness Scale factor");
public static GUIContent linkDetailsWithBaseText = new GUIContent("Lock to Base Tiling/Offset", "Lock details Tiling/Offset to Base Tiling/Offset");
// Subsurface
public static GUIContent subsurfaceProfileText = new GUIContent("Subsurface profile", "A profile determines the shape of the blur filter.");

protected const string kUVDetailsMappingMask = "_UVDetailsMappingMask";
protected MaterialProperty[] detailMap = new MaterialProperty[kMaxLayerCount];
protected const string kDetailMap = "_DetailMap";
protected MaterialProperty[] linkDetailsWithBase = new MaterialProperty[kMaxLayerCount];
protected const string kLinkDetailsWithBase = "_LinkDetailsWithBase";
protected MaterialProperty[] detailAlbedoScale = new MaterialProperty[kMaxLayerCount];
protected const string kDetailAlbedoScale = "_DetailAlbedoScale";
protected MaterialProperty[] detailNormalScale = new MaterialProperty[kMaxLayerCount];

// Details
UVDetail[i] = FindProperty(string.Format("{0}{1}", kUVDetail, m_PropertySuffixes[i]), props);
UVDetailsMappingMask[i] = FindProperty(string.Format("{0}{1}", kUVDetailsMappingMask, m_PropertySuffixes[i]), props);
linkDetailsWithBase[i] = FindProperty(string.Format("{0}{1}", kLinkDetailsWithBase, m_PropertySuffixes[i]), props);
detailMap[i] = FindProperty(string.Format("{0}{1}", kDetailMap, m_PropertySuffixes[i]), props);
detailAlbedoScale[i] = FindProperty(string.Format("{0}{1}", kDetailAlbedoScale, m_PropertySuffixes[i]), props);
detailNormalScale[i] = FindProperty(string.Format("{0}{1}", kDetailNormalScale, m_PropertySuffixes[i]), props);

else
{
m_MaterialEditor.ShaderProperty(UVDetail[layerIndex], Styles.UVDetailMappingText);
}
}
// Setup the UVSet for detail, if planar/triplanar is use for base, it will override the mapping of detail (See shader code)
X = ((UVDetailMapping)UVDetail[layerIndex].floatValue == UVDetailMapping.UV0) ? 1.0f : 0.0f;

UVDetailsMappingMask[layerIndex].colorValue = new Color(X, Y, Z, W);
EditorGUI.indentLevel++;
m_MaterialEditor.ShaderProperty(linkDetailsWithBase[layerIndex], Styles.linkDetailsWithBaseText);
EditorGUI.indentLevel--;
m_MaterialEditor.TextureScaleOffsetProperty(detailMap[layerIndex]);
if ((DisplacementMode)displacementMode.floatValue == DisplacementMode.Pixel && (UVDetail[layerIndex].floatValue != UVBase[layerIndex].floatValue))
{

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