UnityEditor.StandardShaderGUI.DoSpecularMetallicArea C# (CSharp) Method

DoSpecularMetallicArea() private method

private DoSpecularMetallicArea ( ) : void
return void
        private void DoSpecularMetallicArea()
        {
            bool flag = false;
            if (this.m_WorkflowMode == WorkflowMode.Specular)
            {
                flag = this.specularMap.textureValue != null;
                this.m_MaterialEditor.TexturePropertySingleLine(Styles.specularMapText, this.specularMap, !flag ? this.specularColor : null);
            }
            else if (this.m_WorkflowMode == WorkflowMode.Metallic)
            {
                flag = this.metallicMap.textureValue != null;
                this.m_MaterialEditor.TexturePropertySingleLine(Styles.metallicMapText, this.metallicMap, !flag ? this.metallic : null);
            }
            bool flag2 = flag;
            if (this.smoothnessMapChannel != null)
            {
                int floatValue = (int) this.smoothnessMapChannel.floatValue;
                if (floatValue == 1)
                {
                    flag2 = true;
                }
            }
            int labelIndent = 2;
            this.m_MaterialEditor.ShaderProperty(!flag2 ? this.smoothness : this.smoothnessScale, !flag2 ? Styles.smoothnessText : Styles.smoothnessScaleText, labelIndent);
            labelIndent++;
            if (this.smoothnessMapChannel != null)
            {
                this.m_MaterialEditor.ShaderProperty(this.smoothnessMapChannel, Styles.smoothnessMapChannelText, labelIndent);
            }
        }