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HDRenderPipeline: Fix UI with transparent

/Yibing-Project-2
sebastienlagarde 7 年前
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fed282ba
共有 1 个文件被更改,包括 13 次插入10 次删除
  1. 23
      ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/Editor/BaseUnlitUI.cs

23
ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/Editor/BaseUnlitUI.cs


EditorGUI.indentLevel++;
SurfaceTypePopup();
if (blendMode != null && showBlendModePopup)
BlendModePopup();
if ((SurfaceType)surfaceType.floatValue == SurfaceType.Transparent)
{
if (blendMode != null && showBlendModePopup)
BlendModePopup();
EditorGUI.indentLevel++;
if (enableBlendModePreserveSpecularLighting != null && blendMode != null && showBlendModePopup)
m_MaterialEditor.ShaderProperty(enableBlendModePreserveSpecularLighting, StylesBaseUnlit.enableBlendModePreserveSpecularLightingText);
if (enableFogOnTransparent != null)
m_MaterialEditor.ShaderProperty(enableFogOnTransparent, StylesBaseUnlit.enableTransparentFogText);
if (preRefractionPass != null)
m_MaterialEditor.ShaderProperty(preRefractionPass, StylesBaseUnlit.transparentPrePassText);
EditorGUI.indentLevel--;
EditorGUI.indentLevel++;
if (enableBlendModePreserveSpecularLighting != null && blendMode != null && showBlendModePopup)
m_MaterialEditor.ShaderProperty(enableBlendModePreserveSpecularLighting, StylesBaseUnlit.enableBlendModePreserveSpecularLightingText);
if (enableFogOnTransparent != null)
m_MaterialEditor.ShaderProperty(enableFogOnTransparent, StylesBaseUnlit.enableTransparentFogText);
if (preRefractionPass != null)
m_MaterialEditor.ShaderProperty(preRefractionPass, StylesBaseUnlit.transparentPrePassText);
EditorGUI.indentLevel--;
}
if (alphaCutoffEnable != null)
m_MaterialEditor.ShaderProperty(alphaCutoffEnable, StylesBaseUnlit.alphaCutoffEnableText);

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