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Update UI for GPU instancing

/main
Sebastien Lagarde 7 年前
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a8808353
共有 2 个文件被更改,包括 8 次插入2 次删除
  1. 8
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Material/LayeredLit/LayeredLitUI.cs
  2. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Material/Lit/LitUI.cs

8
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Material/LayeredLit/LayeredLitUI.cs


{
optionsChanged = true;
}
EditorGUI.indentLevel--;
EditorGUILayout.Space();
EditorGUILayout.LabelField(StylesBaseUnlit.advancedText, EditorStyles.boldLabel);
// NB RenderQueue editor is not shown on purpose: we want to override it based on blend mode
EditorGUI.indentLevel++;
EditorGUI.indentLevel--;
if (layerChanged || optionsChanged)
{

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Material/Lit/LitUI.cs


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

EditorGUI.indentLevel++;
m_MaterialEditor.TexturePropertySingleLine(Styles.emissiveText, emissiveColorMap, emissiveColor);
m_MaterialEditor.ShaderProperty(UVEmissive, Styles.UVBaseMappingText);

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