UnityEditor.BabylonShaderInterface.DoEmissionArea C# (CSharp) Method

DoEmissionArea() private method

private DoEmissionArea ( Material material ) : void
material UnityEngine.Material
return void
		void DoEmissionArea(Material material)
		{
			bool showHelpBox = !HasValidEmissiveKeyword(material);
			
			bool hadEmissionTexture = emissionMap.textureValue != null;

			// Texture and HDR color controls
			m_MaterialEditor.TexturePropertyWithHDRColor(Styles.emissionText, emissionMap, emissionColorForRendering, m_ColorPickerHDRConfig, false);

			// If texture was assigned and color was black set color to white
			float brightness = emissionColorForRendering.colorValue.maxColorComponent;
			if (emissionMap.textureValue != null && !hadEmissionTexture && brightness <= 0f)
				emissionColorForRendering.colorValue = Color.white;

			// Emission for GI?
			m_MaterialEditor.LightmapEmissionProperty (MaterialEditor.kMiniTextureFieldLabelIndentLevel + 1);
			
			if (showHelpBox)
			{
				EditorGUILayout.HelpBox(Styles.emissiveWarning.text, MessageType.Warning);
			}
		}