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Removed useless UI text

/Add-support-for-light-specular-color-tint
Frédéric Vauchelles 7 年前
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4ba8f6b9
共有 1 个文件被更改,包括 1 次插入4 次删除
  1. 5
      ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Editor/LitUI.cs

5
ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Editor/LitUI.cs


public static string InputsText = "Inputs";
public static GUIContent baseColorText = new GUIContent("Base Color + Opacity", "Albedo (RGB) and Opacity (A)");
public static GUIContent baseColorOpacityMaskText = new GUIContent("Base Color + Opacity Mask", "Albedo (RGB) and Opacity mask (A)");
public static GUIContent smoothnessMapChannelText = new GUIContent("Smoothness Source", "Smoothness texture and channel");
public static GUIContent metallicText = new GUIContent("Metallic", "Metallic scale factor");

EditorGUI.indentLevel++;
bool refractionEnable = (material.HasProperty(kRefractionMode) && refractionMode.floatValue > 0.0f) && (material.HasProperty(kPreRefractionPass) && preRefractionPass.floatValue == 0.0f);
m_MaterialEditor.TexturePropertySingleLine(refractionEnable ? Styles.baseColorOpacityMaskText : Styles.baseColorText, baseColorMap[layerIndex], baseColor[layerIndex]);
m_MaterialEditor.TexturePropertySingleLine(Styles.baseColorText, baseColorMap[layerIndex], baseColor[layerIndex]);
if ((Lit.MaterialId)materialID.floatValue == Lit.MaterialId.LitStandard || (Lit.MaterialId)materialID.floatValue == Lit.MaterialId.LitAniso)
{

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