UnityEditor.StandardShaderGUI.ShouldEmissionBeEnabled C# (CSharp) Method

ShouldEmissionBeEnabled() private static method

private static ShouldEmissionBeEnabled ( Material mat, Color color ) : bool
mat UnityEngine.Material
color Color
return bool
        private static bool ShouldEmissionBeEnabled(Material mat, Color color)
        {
            bool flag = (mat.globalIlluminationFlags & MaterialGlobalIlluminationFlags.RealtimeEmissive) > MaterialGlobalIlluminationFlags.None;
            return ((color.maxColorComponent > 0.0003921569f) || flag);
        }

Usage Example

        private static void SetMaterialKeywords(Material material, StandardShaderGUI.WorkflowMode workflowMode)
        {
            StandardShaderGUI.SetKeyword(material, "_NORMALMAP", material.GetTexture("_BumpMap") || material.GetTexture("_DetailNormalMap"));
            if (workflowMode == StandardShaderGUI.WorkflowMode.Specular)
            {
                StandardShaderGUI.SetKeyword(material, "_SPECGLOSSMAP", material.GetTexture("_SpecGlossMap"));
            }
            else if (workflowMode == StandardShaderGUI.WorkflowMode.Metallic)
            {
                StandardShaderGUI.SetKeyword(material, "_METALLICGLOSSMAP", material.GetTexture("_MetallicGlossMap"));
            }
            StandardShaderGUI.SetKeyword(material, "_PARALLAXMAP", material.GetTexture("_ParallaxMap"));
            StandardShaderGUI.SetKeyword(material, "_DETAIL_MULX2", material.GetTexture("_DetailAlbedoMap") || material.GetTexture("_DetailNormalMap"));
            bool flag = StandardShaderGUI.ShouldEmissionBeEnabled(material, material.GetColor("_EmissionColor"));

            StandardShaderGUI.SetKeyword(material, "_EMISSION", flag);
            if (material.HasProperty("_SmoothnessTextureChannel"))
            {
                StandardShaderGUI.SetKeyword(material, "_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A", StandardShaderGUI.GetSmoothnessMapChannel(material) == StandardShaderGUI.SmoothnessMapChannel.AlbedoAlpha);
            }
            MaterialGlobalIlluminationFlags materialGlobalIlluminationFlags = material.globalIlluminationFlags;

            if ((materialGlobalIlluminationFlags & (MaterialGlobalIlluminationFlags.RealtimeEmissive | MaterialGlobalIlluminationFlags.BakedEmissive)) != MaterialGlobalIlluminationFlags.None)
            {
                materialGlobalIlluminationFlags &= ~MaterialGlobalIlluminationFlags.EmissiveIsBlack;
                if (!flag)
                {
                    materialGlobalIlluminationFlags |= MaterialGlobalIlluminationFlags.EmissiveIsBlack;
                }
                material.globalIlluminationFlags = materialGlobalIlluminationFlags;
            }
        }
All Usage Examples Of UnityEditor.StandardShaderGUI::ShouldEmissionBeEnabled