|
|
|
|
|
|
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)) |
|
|
|