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/******************************************************************************/
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/*
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Project - MudBun
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Publisher - Long Bunny Labs
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http://LongBunnyLabs.com
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Author - Ming-Lun "Allen" Chou
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http://AllenChou.net
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*/
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/******************************************************************************/
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using UnityEditor;
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namespace MudBun
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{
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public class MudMeshSingleTexturedMaterialEditor : ShaderGUI
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{
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public override void OnGUI(MaterialEditor editor, MaterialProperty[] aProp)
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{
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var _AlphaCutoutThreshold = FindProperty("_AlphaCutoutThreshold", aProp);
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editor.ShaderProperty(_AlphaCutoutThreshold, _AlphaCutoutThreshold.displayName);
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var _Dithering = FindProperty("_Dithering", aProp);
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editor.ShaderProperty(_Dithering, _Dithering.displayName);
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var _DitherTexture = FindProperty("_DitherTexture", aProp);
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editor.ShaderProperty(_DitherTexture, _DitherTexture.displayName);
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var _DitherTextureSize = FindProperty("_DitherTextureSize", aProp);
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editor.ShaderProperty(_DitherTextureSize, _DitherTextureSize.displayName);
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var _RandomDither = FindProperty("_RandomDither", aProp);
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editor.ShaderProperty(_RandomDither, _RandomDither.displayName);
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EditorGUILayout.Space();
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var _UseTex0 = FindProperty("_UseTex0", aProp);
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editor.ShaderProperty(_UseTex0, _UseTex0.displayName);
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if (_UseTex0.floatValue > 0.0f)
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{
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var _MainTex = FindProperty("_MainTex", aProp);
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var _MainTexX = FindProperty("_MainTexX", aProp);
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var _MainTexY = FindProperty("_MainTexY", aProp);
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var _MainTexZ = FindProperty("_MainTexZ", aProp);
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editor.ShaderProperty(_MainTex, _MainTex.displayName);
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editor.ShaderProperty(_MainTexX, _MainTexX.displayName);
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editor.ShaderProperty(_MainTexY, _MainTexY.displayName);
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editor.ShaderProperty(_MainTexZ, _MainTexZ.displayName);
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EditorGUILayout.Space();
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}
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var _UseNorm0 = FindProperty("_UseNorm0", aProp);
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editor.ShaderProperty(_UseNorm0, _UseNorm0.displayName);
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if (_UseNorm0.floatValue > 0.0f)
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{
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var _MainNorm = FindProperty("_MainNorm", aProp);
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var _MainNormX = FindProperty("_MainNormX", aProp);
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var _MainNormY = FindProperty("_MainNormY", aProp);
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var _MainNormZ = FindProperty("_MainNormZ", aProp);
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editor.ShaderProperty(_MainNorm, _MainNorm.displayName);
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editor.ShaderProperty(_MainNormX, _MainNormX.displayName);
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editor.ShaderProperty(_MainNormY, _MainNormY.displayName);
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editor.ShaderProperty(_MainNormZ, _MainNormZ.displayName);
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EditorGUILayout.Space();
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}
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EditorGUILayout.Space();
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editor.RenderQueueField();
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editor.DoubleSidedGIField();
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}
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}
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}
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