using UnityEngine; using UnityEditor; public class LuxURPCustomWaterShaderGUI : ShaderGUI { public override void OnGUI(MaterialEditor materialEditor, MaterialProperty[] properties) { base.OnGUI(materialEditor, properties); Material material = materialEditor.target as Material; MaterialProperty _EnableRefraction = ShaderGUI.FindProperty("_EnableRefraction", properties); if (_EnableRefraction.floatValue == 1.0f) { material.SetFloat("_DstBlend", 0.0f); } else { material.SetFloat("_DstBlend", 10.0f); } // 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")); } } } }