Added hair blending support.
This commit is contained in:
@@ -12,28 +12,30 @@ namespace Misaki.HdrpToon.Editor
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{
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private static class Properties
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{
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public static MaterialProperty NormalMap;
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public static MaterialProperty NormalMapScale;
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public static MaterialProperty normalMap;
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public static MaterialProperty normalMapScale;
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public static MaterialProperty MaskMap;
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public static MaterialProperty Metallic;
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public static MaterialProperty MetallicRemapMin;
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public static MaterialProperty MetallicRemapMax;
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public static MaterialProperty AORemapMin;
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public static MaterialProperty AORemapMax;
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public static MaterialProperty Smoothness;
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public static MaterialProperty SmoothnessRemapMin;
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public static MaterialProperty SmoothnessRemapMax;
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public static MaterialProperty maskMap;
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public static MaterialProperty metallic;
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public static MaterialProperty metallicRemapMin;
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public static MaterialProperty metallicRemapMax;
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public static MaterialProperty aoRemapMin;
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public static MaterialProperty aoRemapMax;
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public static MaterialProperty smoothness;
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public static MaterialProperty smoothnessRemapMin;
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public static MaterialProperty smoothnessRemapMax;
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public static MaterialProperty AnisotropyMap;
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public static MaterialProperty Anisotropy;
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public static MaterialProperty KKColor;
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public static MaterialProperty BSDFContribution;
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public static MaterialProperty anisotropyMap;
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public static MaterialProperty anisotropy;
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public static MaterialProperty kkColor;
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public static MaterialProperty bsdfContribution;
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public static MaterialProperty SpecularColorMap;
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public static MaterialProperty SpecularColor;
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public static MaterialProperty SpecularFeather;
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public static MaterialProperty SpecularStep;
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public static MaterialProperty specularColorMap;
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public static MaterialProperty specularColor;
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public static MaterialProperty specularFeather;
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public static MaterialProperty specularStep;
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public static MaterialProperty hairBlendingMap;
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public static MaterialProperty emissiveColorLDR;
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public static MaterialProperty emissiveColorMap;
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@@ -45,21 +47,23 @@ namespace Misaki.HdrpToon.Editor
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private static class Styles
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{
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public static readonly GUIContent NormalMapText = new("Normal Map", "A texture that dictates the bumpiness of the material.");
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public static readonly GUIContent MaskMapText = new("Mask Map", "A texture that dictates the physical properties of the material. R channel for metallic, G channel for ambient occlusion, A channel for smoothness");
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public static readonly GUIContent MetallicText = new("Metallic", "Specifies the metallic value of the material.");
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public static readonly GUIContent MetallicRemap = new("Metallic Remap", "Remap the max and min value of metallic");
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public static readonly GUIContent AORemap = new("AO Remap", "Remap the max and min value of ambient occlusion");
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public static readonly GUIContent SmoothnessText = new("Smoothness", "Specifies the smoothness of the material.");
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public static readonly GUIContent SmoothnessRemapText = new("Smoothness Remap", "Remap the max and min value of smoothness");
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public static readonly GUIContent normalMapText = new("Normal Map", "A texture that dictates the bumpiness of the material.");
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public static readonly GUIContent maskMapText = new("Mask Map", "A texture that dictates the physical properties of the material. R channel for metallic, G channel for ambient occlusion, A channel for smoothness");
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public static readonly GUIContent metallicText = new("Metallic", "Specifies the metallic value of the material.");
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public static readonly GUIContent metallicRemap = new("Metallic Remap", "Remap the max and min value of metallic");
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public static readonly GUIContent aoRemap = new("AO Remap", "Remap the max and min value of ambient occlusion");
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public static readonly GUIContent smoothnessText = new("Smoothness", "Specifies the smoothness of the material.");
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public static readonly GUIContent smoothnessRemapText = new("Smoothness Remap", "Remap the max and min value of smoothness");
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public static readonly GUIContent AnisotropyMapText = new("Anisotropy Map", "Specifies the anisotropy map of the material.");
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public static readonly GUIContent anisotropyMapText = new("Anisotropy Map", "Specifies the anisotropy map of the material.");
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public static readonly GUIContent KKColorText = new("KK specular Color", "Specifies the color of KK specular.");
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public static readonly GUIContent BSDFContributionText = new("BSDF Contribution", "BSDF smoothness contribution, 1 means KK Hair smoothness will fully contribute bsdf calculation");
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public static readonly GUIContent kkColorText = new("KK specular Color", "Specifies the color of KK specular.");
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public static readonly GUIContent bsdfContributionText = new("BSDF Contribution", "BSDF smoothness contribution, 1 means KK Hair smoothness will fully contribute bsdf calculation");
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public static readonly GUIContent SpecularColorMapText = new("Specular Color Map", "Specifies the specular color map of the material.");
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public static readonly GUIContent SpecRemap = new("Specular Remap", "Feather and step value of Toon Specular");
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public static readonly GUIContent specularColorMapText = new("Specular Color Map", "Specifies the specular color map of the material.");
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public static readonly GUIContent specRemap = new("Specular Remap", "Feather and step value of Toon Specular");
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public static readonly GUIContent hairBlenderMapText = new("Hair Blending Map", "Specifies the hair blending map of the material.");
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public static readonly GUIContent emissiveColorText = new("Emissive Color", "The color and color map to set for emissive effect.");
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public static readonly GUIContent albedoAffectEmissiveText = new("Albedo Affect Emissive", "Enable to affect emissive color with base color");
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@@ -73,28 +77,30 @@ namespace Misaki.HdrpToon.Editor
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public override void LoadMaterialProperties()
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{
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Properties.NormalMap = FindProperty("_NormalMap");
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Properties.NormalMapScale = FindProperty("_NormalScale");
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Properties.normalMap = FindProperty("_NormalMap");
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Properties.normalMapScale = FindProperty("_NormalScale");
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Properties.MaskMap = FindProperty("_MaskMap");
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Properties.Metallic = FindProperty("_Metallic");
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Properties.MetallicRemapMin = FindProperty("_MetallicRemapMin");
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Properties.MetallicRemapMax = FindProperty("_MetallicRemapMax");
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Properties.AORemapMin = FindProperty("_AORemapMin");
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Properties.AORemapMax = FindProperty("_AORemapMax");
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Properties.SmoothnessRemapMin = FindProperty("_SmoothnessRemapMin");
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Properties.SmoothnessRemapMax = FindProperty("_SmoothnessRemapMax");
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Properties.Smoothness = FindProperty("_Smoothness");
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Properties.maskMap = FindProperty("_MaskMap");
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Properties.metallic = FindProperty("_Metallic");
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Properties.metallicRemapMin = FindProperty("_MetallicRemapMin");
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Properties.metallicRemapMax = FindProperty("_MetallicRemapMax");
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Properties.aoRemapMin = FindProperty("_AORemapMin");
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Properties.aoRemapMax = FindProperty("_AORemapMax");
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Properties.smoothnessRemapMin = FindProperty("_SmoothnessRemapMin");
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Properties.smoothnessRemapMax = FindProperty("_SmoothnessRemapMax");
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Properties.smoothness = FindProperty("_Smoothness");
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Properties.AnisotropyMap = FindProperty("_AnisotropyMap");
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Properties.Anisotropy = FindProperty("_Anisotropy");
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Properties.KKColor = FindProperty("_KKColor");
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Properties.BSDFContribution = FindProperty("_BSDFContribution");
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Properties.anisotropyMap = FindProperty("_AnisotropyMap");
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Properties.anisotropy = FindProperty("_Anisotropy");
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Properties.kkColor = FindProperty("_KKColor");
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Properties.bsdfContribution = FindProperty("_BSDFContribution");
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Properties.SpecularColorMap = FindProperty("_SpecularColorMap");
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Properties.SpecularColor = FindProperty("_SpecularColor");
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Properties.SpecularFeather = FindProperty("_ToonSpecularFeather");
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Properties.SpecularStep = FindProperty("_ToonSpecularStep");
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Properties.specularColorMap = FindProperty("_SpecularColorMap");
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Properties.specularColor = FindProperty("_SpecularColor");
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Properties.specularFeather = FindProperty("_ToonSpecularFeather");
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Properties.specularStep = FindProperty("_ToonSpecularStep");
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Properties.hairBlendingMap = FindProperty("_HairBlendingMap");
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Properties.emissiveColorLDR = FindProperty(EMISSIVE_COLOR_LDR);
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Properties.emissiveColorMap = FindProperty(EMISSIVE_COLOR_MAP);
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@@ -106,46 +112,51 @@ namespace Misaki.HdrpToon.Editor
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protected override void DrawContent()
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{
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editor.KeywordTexturePropertySingleLine(Styles.NormalMapText, Properties.NormalMap, Properties.NormalMapScale);
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editor.KeywordTexturePropertySingleLine(Styles.normalMapText, Properties.normalMap, Properties.normalMapScale);
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if (materials.All(mat => mat.GetPBRMode() != PBRMode.Off))
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{
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if (editor.KeywordTexturePropertySingleLine(Styles.MaskMapText, Properties.MaskMap))
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if (editor.KeywordTexturePropertySingleLine(Styles.maskMapText, Properties.maskMap))
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{
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editor.MinMaxShaderProperty(Properties.MetallicRemapMin, Properties.MetallicRemapMax, 0, 1, Styles.MetallicRemap);
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editor.MinMaxShaderProperty(Properties.AORemapMin, Properties.AORemapMax, 0, 1, Styles.AORemap);
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editor.MinMaxShaderProperty(Properties.SmoothnessRemapMin, Properties.SmoothnessRemapMax, 0, 1, Styles.SmoothnessRemapText);
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editor.MinMaxShaderProperty(Properties.metallicRemapMin, Properties.metallicRemapMax, 0, 1, Styles.metallicRemap);
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editor.MinMaxShaderProperty(Properties.aoRemapMin, Properties.aoRemapMax, 0, 1, Styles.aoRemap);
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editor.MinMaxShaderProperty(Properties.smoothnessRemapMin, Properties.smoothnessRemapMax, 0, 1, Styles.smoothnessRemapText);
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}
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else
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{
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if (materials.All(mat => mat.GetPBRMode() != PBRMode.KKHair))
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{
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editor.ShaderProperty(Properties.Metallic, Styles.MetallicText);
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editor.ShaderProperty(Properties.metallic, Styles.metallicText);
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}
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editor.ShaderProperty(Properties.Smoothness, Styles.SmoothnessText);
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editor.ShaderProperty(Properties.smoothness, Styles.smoothnessText);
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}
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}
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if (materials.All(mat => mat.GetPBRMode() == PBRMode.Anisotropy || mat.GetPBRMode() == PBRMode.KKHair))
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{
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EditorGUILayout.Space();
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editor.KeywordTexturePropertySingleLine(Styles.AnisotropyMapText, Properties.AnisotropyMap, Properties.Anisotropy);
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editor.KeywordTexturePropertySingleLine(Styles.anisotropyMapText, Properties.anisotropyMap, Properties.anisotropy);
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if (materials.All(mat => mat.GetPBRMode() == PBRMode.KKHair))
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{
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editor.ShaderProperty(Properties.KKColor, Styles.KKColorText);
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editor.ShaderProperty(Properties.BSDFContribution, Styles.BSDFContributionText);
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editor.ShaderProperty(Properties.kkColor, Styles.kkColorText);
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editor.ShaderProperty(Properties.bsdfContribution, Styles.bsdfContributionText);
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}
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EditorGUILayout.Space();
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EditorGUILayout.LabelField("Anisotropy Map only ST");
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editor.TextureScaleOffsetProperty(Properties.AnisotropyMap);
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editor.TextureScaleOffsetProperty(Properties.anisotropyMap);
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}
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else if (materials.All(mat => mat.GetPBRMode() == PBRMode.Toon))
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{
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EditorGUILayout.Space();
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editor.KeywordTexturePropertySingleLine(Styles.SpecularColorMapText, Properties.SpecularColorMap, Properties.SpecularColor);
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editor.MinMaxShaderProperty(Properties.SpecularFeather, Properties.SpecularStep, 0, 1, Styles.SpecRemap);
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editor.KeywordTexturePropertySingleLine(Styles.specularColorMapText, Properties.specularColorMap, Properties.specularColor);
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editor.MinMaxShaderProperty(Properties.specularFeather, Properties.specularStep, 0, 1, Styles.specRemap);
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}
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if (materials.All(mat => mat.IsHairBlendingTarget()))
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{
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editor.TexturePropertySingleLine(Styles.hairBlenderMapText, Properties.hairBlendingMap);
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}
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EditorGUILayout.Space();
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