Added UtsSingleLightLoop
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@@ -3,6 +3,8 @@ using System.Linq;
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using UnityEditor;
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using UnityEngine;
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using static Misaki.HdrpToon.UtsShaderPropertyName.AngelRing;
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namespace Misaki.HdrpToon.Editor
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{
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internal class AngelRingScope : MaterialUIScope<ShaderGUIExpandable>
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@@ -24,7 +26,7 @@ namespace Misaki.HdrpToon.Editor
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public static readonly GUIContent angelRingOffsetVText = new("Angel Ring Offset V", "Specifies the offset of the angel ring in the V direction.");
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}
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protected override bool ShowSection => editor.GetMaterials().All(mat => mat.HasFeature(SurfaceFeature.AngelRing));
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protected override bool ShowSection => materials.All(mat => mat.HasFeature(SurfaceFeature.AngelRing));
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protected override ShaderGUIExpandable ExpandableBit => ShaderGUIExpandable.AngelRing;
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@@ -32,11 +34,11 @@ namespace Misaki.HdrpToon.Editor
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public override void LoadMaterialProperties()
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{
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Properties.angelRingColor = FindProperty("_AngelRingColor");
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Properties.angelRingColorMap = FindProperty("_AngelRingColorMap");
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Properties.angelRingIntensity = FindProperty("_AngelRingIntensity");
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Properties.angelRingOffsetU = FindProperty("_AngelRingOffsetU");
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Properties.angelRingOffsetV = FindProperty("_AngelRingOffsetV");
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Properties.angelRingColor = FindProperty(ANGEL_RING_COLOR);
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Properties.angelRingColorMap = FindProperty(ANGEL_RING_COLOR_MAP);
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Properties.angelRingIntensity = FindProperty(ANGEL_RING_INTENSITY);
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Properties.angelRingOffsetU = FindProperty(ANGEL_RING_OFFSET_U);
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Properties.angelRingOffsetV = FindProperty(ANGEL_RING_OFFSET_V);
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}
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protected override void DrawContent()
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