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public static string InputsMapText = ""; |
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public static GUIContent baseColorText = new GUIContent("Base Color", "Albedo (RGB) and Smoothness (A)"); |
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public static GUIContent baseColorText = new GUIContent("Base Color + Opacity", "Albedo (RGB) and Opacity (A)"); |
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public static GUIContent baseColorSmoothnessText = new GUIContent("Base Color + Smoothness", "Albedo (RGB) and Smoothness (A)"); |
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public static GUIContent metalicText = new GUIContent("Metalic", "Metalic scale factor"); |
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protected void ShaderInputGUI() |
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{ |
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EditorGUI.indentLevel++; |
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bool isAlbedoAlpha = (SmoothnessMapChannel)smoothnessMapChannel.floatValue == SmoothnessMapChannel.AlbedoAlpha; |
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bool smoothnessInAlbedoAlpha = (SmoothnessMapChannel)smoothnessMapChannel.floatValue == SmoothnessMapChannel.AlbedoAlpha; |
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m_MaterialEditor.TexturePropertySingleLine(isAlbedoAlpha ? Styles.baseColorSmoothnessText : Styles.baseColorText, baseColorMap, baseColor); |
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m_MaterialEditor.TexturePropertySingleLine(smoothnessInAlbedoAlpha ? Styles.baseColorSmoothnessText : Styles.baseColorText, baseColorMap, baseColor); |
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if (isAlbedoAlpha && useEmissiveMask) |
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m_MaterialEditor.TexturePropertySingleLine(Styles.maskMapESText, maskMap); |
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else if (useEmissiveMask) |
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if (smoothnessInAlbedoAlpha && useEmissiveMask) |
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else if (isAlbedoAlpha) |
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m_MaterialEditor.TexturePropertySingleLine(Styles.maskMapSText, maskMap); |
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else |
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else if (smoothnessInAlbedoAlpha && !useEmissiveMask) |
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else if (!smoothnessInAlbedoAlpha && useEmissiveMask) |
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m_MaterialEditor.TexturePropertySingleLine(Styles.maskMapESText, maskMap); |
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else if (!smoothnessInAlbedoAlpha && !useEmissiveMask) |
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m_MaterialEditor.TexturePropertySingleLine(Styles.maskMapSText, maskMap); |
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m_MaterialEditor.TexturePropertySingleLine(Styles.specularOcclusionMapText, specularOcclusionMap); |
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