Optimize ShadingColorSettingsScope toggle style;
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@@ -55,18 +55,10 @@ namespace Misaki.HdrpToon.Editor
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{
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editor.TexturePropertySingleLine(Styles.baseMapText, Properties.baseColorMap, Properties.baseColor);
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EditorGUI.indentLevel += 2;
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EditorGUI.BeginChangeCheck();
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bool applyToFirst = EditorGUILayout.Toggle(Styles.applyTo1stShadingMapText,
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Properties.applyTo1stShadingMapEnable.floatValue != 0);
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if (EditorGUI.EndChangeCheck())
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{
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editor.RegisterPropertyChangeUndo(Styles.applyTo1stShadingMapText.text);
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Properties.applyTo1stShadingMapEnable.floatValue = applyToFirst ? 1 : 0;
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}
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editor.ShaderProperty(Properties.applyTo1stShadingMapEnable, Styles.applyTo1stShadingMapText.text);
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EditorGUI.indentLevel -= 2;
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if (applyToFirst)
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if (Properties.applyTo1stShadingMapEnable.floatValue != 0)
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{
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EditorGUI.indentLevel += 2;
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editor.ColorProperty(Properties.firstShadingColor, Styles.firstShadeColorText.text);
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@@ -79,17 +71,10 @@ namespace Misaki.HdrpToon.Editor
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}
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EditorGUI.indentLevel += 2;
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EditorGUI.BeginChangeCheck();
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bool applyToSecond = EditorGUILayout.Toggle(Styles.applyTo2ndShadingMapText,
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Properties.applyTo2ndShadingMapEnable.floatValue != 0);
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if (EditorGUI.EndChangeCheck())
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{
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editor.RegisterPropertyChangeUndo(Styles.applyTo2ndShadingMapText.text);
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Properties.applyTo2ndShadingMapEnable.floatValue = applyToSecond ? 1 : 0;
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}
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editor.ShaderProperty(Properties.applyTo2ndShadingMapEnable, Styles.applyTo2ndShadingMapText);
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EditorGUI.indentLevel -= 2;
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if (applyToSecond)
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if (Properties.applyTo2ndShadingMapEnable.floatValue != 0)
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{
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EditorGUI.indentLevel += 2;
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editor.ColorProperty(Properties.secondShadingColor, Styles.secondShadeColorText.text);
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