// We share the name of the properties in the UI to avoid duplication using static UnityEditor.Rendering.HighDefinition.SurfaceOptionUIBlock.Styles; using static UnityEditor.Rendering.HighDefinition.ShaderGraph.AdvancedOptionsPropertyBlock.Styles; namespace UnityEditor.Rendering.HighDefinition.ShaderGraph { class WaterSurfaceOptionPropertyBlock : SurfaceOptionPropertyBlock { WaterData waterData; public WaterSurfaceOptionPropertyBlock(SurfaceOptionPropertyBlock.Features features, WaterData waterData) : base(features) => this.waterData = waterData; protected override void CreatePropertyGUI() { if (lightingData != null) { AddProperty(supportDecalsText, () => lightingData.receiveDecals, (newValue) => lightingData.receiveDecals = newValue); //AddProperty(receivesSSRTransparentText, () => lightingData.receiveSSRTransparent, (newValue) => lightingData.receiveSSRTransparent = newValue); //AddProperty(enableGeometricSpecularAAText, () => lightingData.specularAA, (newValue) => lightingData.specularAA = newValue); } if (Unsupported.IsDeveloperMode()) AddProperty(debugSymbolsText, () => systemData.debugSymbols, (newValue) => systemData.debugSymbols = newValue); } } }