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Merge branch 'Unity-2017.3' of https://github.com/Unity-Technologies/ScriptableRenderPipeline into Unity-2017.3

/Add-support-for-light-specular-color-tint
sebastienlagarde 7 年前
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bb4add89
共有 1 个文件被更改,包括 6 次插入1 次删除
  1. 7
      ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/Editor/BaseUnlitUI.cs

7
ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/Editor/BaseUnlitUI.cs


// or is enabled and may be modified at runtime. This state depends on the values of the current flag and emissive color.
// The fixup routine makes sure that the material is in the correct state if/when changes are made to the mode or color.
MaterialEditor.FixupEmissiveFlag(material);
// DoubleSidedGI has to be synced with our double sided toggle
var serializedObject = new SerializedObject(material);
var doubleSidedGIppt = serializedObject.FindProperty("m_DoubleSidedGI");
doubleSidedGIppt.boolValue = doubleSidedEnable;
serializedObject.ApplyModifiedProperties();
}
static public void SetupBaseUnlitMaterialPass(Material material)

// NB RenderQueue editor is not shown on purpose: we want to override it based on blend mode
EditorGUI.indentLevel++;
m_MaterialEditor.EnableInstancingField();
m_MaterialEditor.DoubleSidedGIField();
EditorGUI.indentLevel--;
}

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