private void DoShaderVariants(EditorWindow caller, ref Rect drawPos)
{
EditorGUI.BeginChangeCheck();
bool usedBySceneOnly = GUI.Toggle(drawPos, ShaderInspectorPlatformsPopup.currentVariantStripping == 1, EditorGUIUtility.TempContent("Skip unused shader_features"), ShaderInspectorPlatformsPopup.Styles.menuItem);
drawPos.y += 16f;
if (EditorGUI.EndChangeCheck())
{
ShaderInspectorPlatformsPopup.currentVariantStripping = !usedBySceneOnly ? 0 : 1;
}
drawPos.y += 6f;
int comboCount = ShaderUtil.GetComboCount(this.m_Shader, usedBySceneOnly);
string text = !usedBySceneOnly?comboCount.ToString() + " variants total" : comboCount.ToString() + " variants included";
Rect position = drawPos;
position.x += (float)ShaderInspectorPlatformsPopup.Styles.menuItem.padding.left;
position.width -= (float)(ShaderInspectorPlatformsPopup.Styles.menuItem.padding.left + 4);
GUI.Label(position, text);
position.xMin = position.xMax - 40f;
if (!GUI.Button(position, "Show", EditorStyles.miniButton))
{
return;
}
ShaderUtil.OpenShaderCombinations(this.m_Shader, usedBySceneOnly);
caller.Close();
GUIUtility.ExitGUI();
}