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authorClément Foucault <foucault.clem@gmail.com>2017-05-17 18:41:21 +0300
committerClément Foucault <foucault.clem@gmail.com>2017-05-18 02:50:06 +0300
commitecee490d1347d7896e670fe7eeb321c8552ef61b (patch)
treed90593fffe2520ee52c1497d7a83e602bc19b49a /release
parent60cd996c0aa1291c514c3a38625e6657a28230f7 (diff)
Eevee: Some changes to default shader.
Use old BI material prop and use a metallic approach.
Diffstat (limited to 'release')
-rw-r--r--release/scripts/startup/bl_ui/properties_material.py6
1 files changed, 4 insertions, 2 deletions
diff --git a/release/scripts/startup/bl_ui/properties_material.py b/release/scripts/startup/bl_ui/properties_material.py
index 48f2791e99b..fb92c1b33eb 100644
--- a/release/scripts/startup/bl_ui/properties_material.py
+++ b/release/scripts/startup/bl_ui/properties_material.py
@@ -1135,9 +1135,11 @@ class EEVEE_MATERIAL_PT_surface(MaterialButtonsPanel, Panel):
layout.separator()
if not mat.use_nodes:
+ raym = mat.raytrace_mirror
layout.prop(mat, "diffuse_color", text="Diffuse")
- layout.prop(mat, "specular_color", text="Specular")
- layout.prop(mat, "specular_hardness", text="Glossiness")
+ layout.prop(raym, "reflect_factor", text="Metallic")
+ layout.prop(mat, "specular_intensity", text="Specular")
+ layout.prop(raym, "gloss_factor", text="Roughness")
classes = (