private static void SetMaterialKeywords(Material material, StandardShaderGUI.WorkflowMode workflowMode)
{
StandardShaderGUI.SetKeyword(material, "_NORMALMAP", material.GetTexture("_BumpMap") || material.GetTexture("_DetailNormalMap"));
if (workflowMode == StandardShaderGUI.WorkflowMode.Specular)
{
StandardShaderGUI.SetKeyword(material, "_SPECGLOSSMAP", material.GetTexture("_SpecGlossMap"));
}
else if (workflowMode == StandardShaderGUI.WorkflowMode.Metallic)
{
StandardShaderGUI.SetKeyword(material, "_METALLICGLOSSMAP", material.GetTexture("_MetallicGlossMap"));
}
StandardShaderGUI.SetKeyword(material, "_PARALLAXMAP", material.GetTexture("_ParallaxMap"));
StandardShaderGUI.SetKeyword(material, "_DETAIL_MULX2", material.GetTexture("_DetailAlbedoMap") || material.GetTexture("_DetailNormalMap"));
MaterialEditor.FixupEmissiveFlag(material);
bool state = (material.globalIlluminationFlags & MaterialGlobalIlluminationFlags.EmissiveIsBlack) == MaterialGlobalIlluminationFlags.None;
StandardShaderGUI.SetKeyword(material, "_EMISSION", state);
if (material.HasProperty("_SmoothnessTextureChannel"))
{
StandardShaderGUI.SetKeyword(material, "_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A", StandardShaderGUI.GetSmoothnessMapChannel(material) == StandardShaderGUI.SmoothnessMapChannel.AlbedoAlpha);
}
}