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- 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"));
- }
- }
-
- }
- }
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