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Fix Decal 'affect basecolor' to always be display for decal material

/main
sebastienlagarde 7 年前
当前提交
f9d2929b
共有 1 个文件被更改,包括 4 次插入6 次删除
  1. 10
      com.unity.render-pipelines.high-definition/HDRP/Editor/Material/Decal/DecalUI.cs

10
com.unity.render-pipelines.high-definition/HDRP/Editor/Material/Decal/DecalUI.cs


EditorGUI.indentLevel++;
m_MaterialEditor.TexturePropertySingleLine((material.GetFloat(kAlbedoMode) == 1.0f) ? Styles.baseColorText : Styles.baseColorText2, baseColorMap, baseColor);
if (material.GetTexture(kBaseColorMap))
{
EditorGUI.indentLevel++;
m_MaterialEditor.ShaderProperty(albedoMode, Styles.AlbedoModeText);
EditorGUI.indentLevel--;
}
// Currently always display Albedo contribution as we have an albedo tint that apply
EditorGUI.indentLevel++;
m_MaterialEditor.ShaderProperty(albedoMode, Styles.AlbedoModeText);
EditorGUI.indentLevel--;
m_MaterialEditor.TexturePropertySingleLine(Styles.normalMapText, normalMap);
if (material.GetTexture(kNormalMap))

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