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{ |
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EditorGUILayout.Space(); |
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EditorGUILayout.LabelField(Styles.lightingText, EditorStyles.boldLabel); |
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EditorGUI.indentLevel++; |
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m_MaterialEditor.ShaderProperty(enableSpecularOcclusion, Styles.enableSpecularOcclusionText); |
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// TODO: display warning if we don't have bent normal (either OS or TS) and ambient occlusion
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//if (enableSpecularOcclusion.floatValue > 0.0f)
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EditorGUI.indentLevel++; |
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m_MaterialEditor.TexturePropertySingleLine(Styles.emissiveText, emissiveColorMap, emissiveColor); |
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m_MaterialEditor.ShaderProperty(UVEmissive, Styles.UVBaseMappingText); |
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