UnityEditor.ShaderForgeInspector.DrawUnitysInspector C# (CSharp) Method

DrawUnitysInspector() public method

public DrawUnitysInspector ( ) : void
return void
		public void DrawUnitysInspector() {

			if( !Styles.initialized ) {
				InitStyles();
			}

			Shader shader = this.target as Shader;
            if (shader == null)
            {
                    return;
            }
            GUI.enabled = true;
            EditorGUI.indentLevel = 0;
            this.ShowShaderCodeArea(shader);
            if (shader.isSupported)
            {
                    EditorGUILayout.LabelField("Cast shadows", (!(bool)sutilHasShadowCasterPass.Invoke(null, new object[]{shader})) ? "no" : "yes", new GUILayoutOption[0]);
					EditorGUILayout.LabelField( "Render queue", ((int)sutilGetRenderQueue.Invoke( null, new object[] { shader } )).ToString( CultureInfo.InvariantCulture ), new GUILayoutOption[0] );
					EditorGUILayout.LabelField( "LOD", ( (int)sutilGetLOD.Invoke( null, new object[] { shader } ) ).ToString( CultureInfo.InvariantCulture ), new GUILayoutOption[0] );
					EditorGUILayout.LabelField( "Ignore projector", ( !(bool)sutilDoesIgnoreProjector.Invoke( null, new object[] { shader } ) ) ? "no" : "yes", new GUILayoutOption[0] );
                    string label;
					switch( (int)shaderDisableBatching.GetValue( shader, null ) )
                    {
                    case 0:
                            label = "no";
                            break;
                    case 1:
                            label = "yes";
                            break;
                    case 2:
                            label = "when LOD fading is on";
                            break;
                    default:
                            label = "unknown";
                            break;
                    }
                    EditorGUILayout.LabelField("Disable batching", label, new GUILayoutOption[0]);
                    ShowShaderProperties(shader);
            }
        }
        private void ShowShaderCodeArea(Shader s)