UnityEditor.StandardShaderGUI.ShaderPropertiesGUI C# (CSharp) Method

ShaderPropertiesGUI() public method

public ShaderPropertiesGUI ( Material material ) : void
material UnityEngine.Material
return void
        public void ShaderPropertiesGUI(Material material)
        {
            EditorGUIUtility.labelWidth = 0f;
            EditorGUI.BeginChangeCheck();
            this.BlendModePopup();
            GUILayout.Label(Styles.primaryMapsText, EditorStyles.boldLabel, new GUILayoutOption[0]);
            this.DoAlbedoArea(material);
            this.DoSpecularMetallicArea();
            this.m_MaterialEditor.TexturePropertySingleLine(Styles.normalMapText, this.bumpMap, (this.bumpMap.textureValue == null) ? null : this.bumpScale);
            this.m_MaterialEditor.TexturePropertySingleLine(Styles.heightMapText, this.heightMap, (this.heightMap.textureValue == null) ? null : this.heigtMapScale);
            this.m_MaterialEditor.TexturePropertySingleLine(Styles.occlusionText, this.occlusionMap, (this.occlusionMap.textureValue == null) ? null : this.occlusionStrength);
            this.DoEmissionArea(material);
            this.m_MaterialEditor.TexturePropertySingleLine(Styles.detailMaskText, this.detailMask);
            EditorGUI.BeginChangeCheck();
            this.m_MaterialEditor.TextureScaleOffsetProperty(this.albedoMap);
            if (EditorGUI.EndChangeCheck())
            {
                this.emissionMap.textureScaleAndOffset = this.albedoMap.textureScaleAndOffset;
            }
            EditorGUILayout.Space();
            GUILayout.Label(Styles.secondaryMapsText, EditorStyles.boldLabel, new GUILayoutOption[0]);
            this.m_MaterialEditor.TexturePropertySingleLine(Styles.detailAlbedoText, this.detailAlbedoMap);
            this.m_MaterialEditor.TexturePropertySingleLine(Styles.detailNormalMapText, this.detailNormalMap, this.detailNormalMapScale);
            this.m_MaterialEditor.TextureScaleOffsetProperty(this.detailAlbedoMap);
            this.m_MaterialEditor.ShaderProperty(this.uvSetSecondary, Styles.uvSetLabel.text);
            GUILayout.Label(Styles.forwardText, EditorStyles.boldLabel, new GUILayoutOption[0]);
            if (this.highlights != null)
            {
                this.m_MaterialEditor.ShaderProperty(this.highlights, Styles.highlightsText);
            }
            if (this.reflections != null)
            {
                this.m_MaterialEditor.ShaderProperty(this.reflections, Styles.reflectionsText);
            }
            if (EditorGUI.EndChangeCheck())
            {
                foreach (Object obj2 in this.blendMode.targets)
                {
                    MaterialChanged((Material) obj2, this.m_WorkflowMode);
                }
            }
        }