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"Percentages to split shadow volume"); |
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public static GUIContent defaultDiffuseMaterial = new GUIContent("Default Diffuse Material", |
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"Material to use when creating objects"); |
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"Material to use when creating 3D objects"); |
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public static GUIContent defaultParticleMaterial = new GUIContent("Default Particle Material", |
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"Material to use when creating Paticle Systems"); |
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public static GUIContent defaultLineMaterial = new GUIContent("Default Line Material", |
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"Material to use when creating Line Renderers"); |
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public static GUIContent defaultSpriteMaterial = new GUIContent("Default Sprite Material", |
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"Material to use when creating Sprites"); |
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private SerializedProperty m_ShadowCascade2SplitProp; |
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private SerializedProperty m_ShadowCascade4SplitProp; |
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private SerializedProperty m_DefaultDiffuseMaterial; |
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private SerializedProperty m_DefaultParticleMaterial; |
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private SerializedProperty m_DefaultLineMaterial; |
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private SerializedProperty m_DefaultSpriteMaterial; |
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private SerializedProperty m_DefaultUIMaterial; |
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private SerializedProperty m_DefaultShader; |
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m_ShadowCascade2SplitProp = serializedObject.FindProperty("m_Cascade2Split"); |
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m_ShadowCascade4SplitProp = serializedObject.FindProperty("m_Cascade4Split"); |
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m_DefaultDiffuseMaterial = serializedObject.FindProperty("m_DefaultDiffuseMaterial"); |
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m_DefaultParticleMaterial = serializedObject.FindProperty("m_DefaultParticleMaterial"); |
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m_DefaultLineMaterial = serializedObject.FindProperty("m_DefaultLineMaterial"); |
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m_DefaultSpriteMaterial = serializedObject.FindProperty("m_DefaultSpriteMaterial"); |
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m_DefaultUIMaterial = serializedObject.FindProperty("m_DefaultUIMaterial"); |
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m_DefaultShader = serializedObject.FindProperty("m_DefaultShader"); |
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EditorGUI.indentLevel--; |
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EditorGUILayout.Space(); |
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EditorGUILayout.PropertyField(m_DefaultParticleMaterial, Styles.defaultParticleMaterial); |
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EditorGUILayout.PropertyField(m_DefaultLineMaterial, Styles.defaultLineMaterial); |
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EditorGUILayout.PropertyField(m_DefaultSpriteMaterial, Styles.defaultSpriteMaterial); |
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EditorGUILayout.PropertyField(m_DefaultUIMaterial, Styles.defaultUIMaterial); |
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EditorGUILayout.PropertyField(m_DefaultShader, Styles.defaultShader); |
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