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Remove 'MaterialIDType'

/Branch_Batching2
Evgenii Golubev 7 年前
当前提交
9d446463
共有 1 个文件被更改,包括 14 次插入17 次删除
  1. 31
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Editor/LitUI.cs

31
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Editor/LitUI.cs


using UnityEngine.Rendering;
using UnityEngine.Experimental.Rendering;
using UnityEngine.Experimental.Rendering.HDPipeline;
using UnityEngine.Experimental.Rendering.HDPipeline.Lit;
namespace UnityEditor.Experimental.Rendering.HDPipeline
{

{
UseEmissiveColor,
UseEmissiveMask,
}
public enum MaterialIDType
{
Standard = 0,
SubsurfaceScattering = 1,
SpecularColor = 2
}
protected MaterialProperty UVBase = null;

EditorGUI.indentLevel--;
}
if ((MaterialIDType)materialID.floatValue == MaterialIDType.Standard)
switch ((MaterialId)materialID.floatValue)
ShaderStandardInputGUI();
}
else if ((MaterialIDType)materialID.floatValue == MaterialIDType.SubsurfaceScattering)
{
ShaderSSSInputGUI(material);
}
else if ((MaterialIDType)materialID.floatValue == MaterialIDType.SpecularColor)
{
m_MaterialEditor.TexturePropertySingleLine(Styles.specularColorText, specularColorMap, specularColor);
case MaterialId.LitSSS:
ShaderSSSInputGUI(material);
break;
case MaterialId.LitStandard:
ShaderStandardInputGUI();
break;
case MaterialId.LitSpecular:
m_MaterialEditor.TexturePropertySingleLine(Styles.specularColorText, specularColorMap, specularColor);
break;
default:
Debug.Assert(false, "Encountered an unsupported MaterialID.");
break;
}
EditorGUILayout.Space();

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