![]() GUISingleFeature ( "DETAIL_UV2 ", "Use UV2 coordinates ", "Use second texture coordinates for the detail texture ", HasFeat ( "DETAIL_TEX " ), true ) GUISingleFeature ( "DETAIL_TEX ", "Detail Texture " ) GUISingleFeature ( "TEXTURED_THRESHOLD ", "Textured Threshold ", "Adds a textured variation to the highlight/shadow threshold, allowing handpainting like effects for example " ) GUIMultipleFeatures ( "Ramp Style ", "Defines the transitioning between dark and lit areas of the model ", "Slider Ramp| ", "Texture Ramp|TEXTURE_RAMP " ) GUISingleFeature ( "VERTEX_FUNC ", "Vertex Function ", "Force custom vertex function in surface shader " ) GUISingleFeature ( "CUSTOM_LIGHTING_FORCE ", "Custom Lighting ", "Use an inline custom lighting model, allowing more flexibility per shader over lighting " ) TextField ( "File Name ", mCurrentConfig. TextField ( new GUIContent ( "Shader Name ", "Path will indicate how to find the Shader in Unity's drop-down list " ), mCurrentConfig. ObjectField ( "Template: ", Template, typeof ( TextAsset ), false ) as TextAsset LoadCurrentConfigFromShader (mCurrentShader ) ![]() \n \nDiscard the changes and load a new shader? ", "Yes ", "No " ) DisplayDialog ( "TCP2 : Shader Generation ", "You have unsaved changes. name " \n \nDiscard the changes and load a new shader? ", "Yes ", "No " ) DisplayDialog ( "TCP2 : Shader Generation ", "You have unsaved changes for the following shader: \n \n " mCurrentShader. EndChangeCheck ( )
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