Added UtsSingleLightLoop
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@@ -108,7 +108,7 @@ namespace Misaki.HdrpToon.Editor
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{
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editor.KeywordTexturePropertySingleLine(Styles.NormalMapText, Properties.NormalMap, Properties.NormalMapScale);
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if (editor.GetMaterials().All(mat => mat.GetPBRMode() != PBRMode.Off))
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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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{
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@@ -118,7 +118,7 @@ namespace Misaki.HdrpToon.Editor
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}
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else
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{
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if (editor.GetMaterials().All(mat => mat.GetPBRMode() != PBRMode.KKHair))
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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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}
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@@ -127,10 +127,10 @@ namespace Misaki.HdrpToon.Editor
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}
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}
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if (editor.GetMaterials().All(mat => mat.GetPBRMode() == PBRMode.Anisotropy || mat.GetPBRMode() == PBRMode.KKHair))
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if (materials.All(mat => mat.GetPBRMode() == PBRMode.Anisotropy || mat.GetPBRMode() == PBRMode.KKHair))
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{
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editor.KeywordTexturePropertySingleLine(Styles.AnisotropyMapText, Properties.AnisotropyMap, Properties.Anisotropy);
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if (editor.GetMaterials().All(mat => mat.GetPBRMode() == PBRMode.KKHair))
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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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@@ -140,7 +140,7 @@ namespace Misaki.HdrpToon.Editor
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EditorGUILayout.LabelField("Anisotropy Map only ST");
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editor.TextureScaleOffsetProperty(Properties.AnisotropyMap);
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}
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else if (editor.GetMaterials().All(mat => mat.GetPBRMode() == PBRMode.Toon))
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else if (materials.All(mat => mat.GetPBRMode() == PBRMode.Toon))
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{
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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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@@ -157,7 +157,7 @@ namespace Misaki.HdrpToon.Editor
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editor.ShaderProperty(Properties.emissiveIntensity, Styles.emissiveIntensityText);
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if (EditorGUI.EndChangeCheck())
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{
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foreach (var material in editor.GetMaterials())
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foreach (var material in materials)
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{
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if (material.HasProperty(EMISSIVE_COLOR_LDR) && material.HasProperty(EMISSIVE_INTENSITY) && material.HasProperty(EMISSIVE_COLOR))
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{
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