UnityEditor.StandardShaderGUI.FindProperties C# (CSharp) Method

FindProperties() public method

public FindProperties ( MaterialProperty props ) : void
props MaterialProperty
return void
        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);
        }