public void FindProperties(MaterialProperty[] props)
{
this.blendMode = ShaderGUI.FindProperty("_Mode", props);
this.albedoMap = ShaderGUI.FindProperty("_MainTex", props);
this.albedoColor = ShaderGUI.FindProperty("_Color", props);
this.alphaCutoff = ShaderGUI.FindProperty("_Cutoff", props);
this.specularMap = ShaderGUI.FindProperty("_SpecGlossMap", props, false);
this.specularColor = ShaderGUI.FindProperty("_SpecColor", props, false);
this.metallicMap = ShaderGUI.FindProperty("_MetallicGlossMap", props, false);
this.metallic = ShaderGUI.FindProperty("_Metallic", props, false);
if ((this.specularMap != null) && (this.specularColor != null))
{
this.m_WorkflowMode = WorkflowMode.Specular;
}
else if ((this.metallicMap != null) && (this.metallic != null))
{
this.m_WorkflowMode = WorkflowMode.Metallic;
}
else
{
this.m_WorkflowMode = WorkflowMode.Dielectric;
}
this.smoothness = ShaderGUI.FindProperty("_Glossiness", props);
this.smoothnessScale = ShaderGUI.FindProperty("_GlossMapScale", props, false);
this.smoothnessMapChannel = ShaderGUI.FindProperty("_SmoothnessTextureChannel", props, false);
this.highlights = ShaderGUI.FindProperty("_SpecularHighlights", props, false);
this.reflections = ShaderGUI.FindProperty("_GlossyReflections", props, false);
this.bumpScale = ShaderGUI.FindProperty("_BumpScale", props);
this.bumpMap = ShaderGUI.FindProperty("_BumpMap", props);
this.heigtMapScale = ShaderGUI.FindProperty("_Parallax", props);
this.heightMap = ShaderGUI.FindProperty("_ParallaxMap", props);
this.occlusionStrength = ShaderGUI.FindProperty("_OcclusionStrength", props);
this.occlusionMap = ShaderGUI.FindProperty("_OcclusionMap", props);
this.emissionColorForRendering = ShaderGUI.FindProperty("_EmissionColor", props);
this.emissionMap = ShaderGUI.FindProperty("_EmissionMap", props);
this.detailMask = ShaderGUI.FindProperty("_DetailMask", props);
this.detailAlbedoMap = ShaderGUI.FindProperty("_DetailAlbedoMap", props);
this.detailNormalMapScale = ShaderGUI.FindProperty("_DetailNormalMapScale", props);
this.detailNormalMap = ShaderGUI.FindProperty("_DetailNormalMap", props);
this.uvSetSecondary = ShaderGUI.FindProperty("_UVSec", props);
}