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HDRenderPipeline: Minor update in the UI to not display mettallic when using SSS material

/RenderPassXR_Sandbox
sebastienlagarde 8 年前
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f7883ba7
共有 1 个文件被更改,包括 8 次插入3 次删除
  1. 11
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Editor/LitUI.cs

11
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Editor/LitUI.cs


// Subsurface
public static GUIContent subsurfaceProfileText = new GUIContent("Subsurface profile", "A profile determines the shape of the blur filter.");
public static GUIContent subsurfaceRadiusText = new GUIContent("Subsurface radius", "Determines the range of the blur.");
public static GUIContent subsurfaceRadiusMapText = new GUIContent("Subsurface radius map", "Determines the range of the blur.");
public static GUIContent subsurfaceRadiusMapText = new GUIContent("Subsurface radius map (R)", "Determines the range of the blur.");
public static GUIContent thicknessMapText = new GUIContent("Thickness map", "If subsurface scattering is enabled, low values allow some light to be transmitted through the object.");
public static GUIContent thicknessMapText = new GUIContent("Thickness map (R)", "If subsurface scattering is enabled, low values allow some light to be transmitted through the object.");
// Specular color
public static GUIContent specularColorText = new GUIContent("Specular Color", "Specular color (RGB)");

EditorGUI.indentLevel++;
m_MaterialEditor.TexturePropertySingleLine(Styles.baseColorText, baseColorMap, baseColor);
m_MaterialEditor.ShaderProperty(metallic, Styles.metallicText);
if ((Lit.MaterialId)materialID.floatValue == Lit.MaterialId.LitStandard)
{
m_MaterialEditor.ShaderProperty(metallic, Styles.metallicText);
}
m_MaterialEditor.ShaderProperty(smoothness, Styles.smoothnessText);
if (useEmissiveMask)

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