Added new stocking scope to shader gui;
Added new stocking surface feature; Added unity 6.3 support; Fixed the issue that ssr weight does not blend ibl and ssr properly; Fixed the issue that material recive ssr regardless of specular ambient mode;
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@@ -7,7 +7,7 @@ using static Misaki.HdrpToon.UTSPropertyName.RimLight;
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namespace Misaki.HdrpToon.Editor
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{
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public class RimLightScope : MaterialUIScope<ShaderGUIExpandable>
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internal class RimLightScope : MaterialUIScope<ShaderGUIExpandable>
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{
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private static class Properties
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{
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@@ -43,7 +43,7 @@ namespace Misaki.HdrpToon.Editor
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protected override GUIContent Header => EditorGUIUtility.TrTextContent("Rim Light Settings");
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protected override bool ShowSection => materials.All(mat => mat.HasFeature(SurfaceFeature.RimLight));
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public override void LoadMaterialProperties()
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protected override void LoadMaterialProperties()
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{
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Properties.rimLightColor = FindProperty(RIM_LIGHT_COLOR);
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Properties.rimLightIntensity = FindProperty(RIM_LIGHT_INTENSITY);
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