}
m_MaterialEditor.TexturePropertySingleLine((Lit.MaterialId)materialID.floatValue == Lit.MaterialId.LitSpecular ? Styles.maskMapSpecularText : Styles.maskMapSText, maskMap[layerIndex]);
m_MaterialEditor.TexturePropertySingleLine((materialID != null && (Lit.MaterialId)materialID.floatValue == Lit.MaterialId.LitSpecular) ? Styles.maskMapSpecularText : Styles.maskMapSText, maskMap[layerIndex]);
m_MaterialEditor.ShaderProperty(normalMapSpace[layerIndex], Styles.normalMapSpaceText);