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using UnityEngine;
using UnityEngine.Rendering.HighDefinition;
using UnityEngine.Rendering;
using UnityEditor.Rendering.HighDefinition.ShaderGraph;
// Include material common properties names
using static UnityEngine.Rendering.HighDefinition.HDMaterialProperties;
namespace UnityEditor.Rendering.HighDefinition
{
/// <summary>
/// GUI for Volumetric Fog Unlit shader graphs
/// </summary>
internal class FogVolumeShaderGUI : HDShaderGUI
{
MaterialUIBlockList m_UIBlocks = new()
{
new FogVolumeUIBlock(MaterialUIBlock.ExpandableBit.Base),
new ShaderGraphUIBlock(MaterialUIBlock.ExpandableBit.ShaderGraph, ShaderGraphUIBlock.Features.Unlit),
};
protected override void OnMaterialGUI(MaterialEditor materialEditor, MaterialProperty[] props)
{
// For now we only expose the fog blending mode
m_UIBlocks.OnGUI(materialEditor, props);
}
public override void ValidateMaterial(Material material) => ShaderGraphAPI.ValidateFogVolumeMaterial(material);
}
}