using UnityEngine; using UnityEditor; public class LuxURPCustomShaderGUI : ShaderGUI { public override void OnGUI(MaterialEditor materialEditor, MaterialProperty[] properties) { base.OnGUI(materialEditor, properties); Material material = materialEditor.target as Material; MaterialProperty _Emission = ShaderGUI.FindProperty("_Emission", properties); if (_Emission.floatValue == 1.0f) { material.globalIlluminationFlags = MaterialGlobalIlluminationFlags.BakedEmissive; } else { material.globalIlluminationFlags = MaterialGlobalIlluminationFlags.BakedEmissive; material.globalIlluminationFlags |= MaterialGlobalIlluminationFlags.EmissiveIsBlack; } // Needed to make the Selection Outline work if (material.HasProperty("_MainTex") && material.HasProperty("_BaseMap") ) { if (material.GetTexture("_BaseMap") != null) { material.SetTexture("_MainTex", material.GetTexture("_BaseMap")); } } } }