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HDRenderPipeline: Show double sided global illumination option on lit shader

/RenderPassXR_Sandbox
sebastienlagarde 8 年前
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e0790c63
共有 1 个文件被更改,包括 6 次插入0 次删除
  1. 6
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/Editor/BaseUnlitUI.cs

6
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/Editor/BaseUnlitUI.cs


public static GUIContent distortionEnableText = new GUIContent("Distortion", "Enable distortion on this shader");
public static GUIContent distortionOnlyText = new GUIContent("Distortion Only", "This shader will only be use to render distortion");
public static GUIContent distortionDepthTestText = new GUIContent("Distortion Depth Test", "Enable the depth test for distortion");
public static string advancedText = "Advanced Options";
}
public enum SurfaceType

MaterialPropertiesGUI(material);
DoEmissionArea(material);
GUILayout.Label(StylesBaseUnlit.advancedText, EditorStyles.boldLabel);
// NB renderqueue editor is not shown on purpose: we want to override it based on blend mode
m_MaterialEditor.DoubleSidedGIField();
}
if (EditorGUI.EndChangeCheck())

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