// Copyright (c) Microsoft Corporation. // Licensed under the MIT License. using UnityEngine; namespace Microsoft.MixedReality.GraphicsTools { /// /// This class was auto generated via Assets > Graphics Tools > Generate Canvas Material Animator. /// Use Unity's animation system to animate fields on this class to drive material properties on CanvasRenderers. /// Version=0.1.0 /// public class CanvasMaterialAnimatorCanvasBackplate : CanvasMaterialAnimatorBase { [Header("Round Rect")] /// /// Shader property. /// ; public Color _Base_Color_ = Color.white; /// /// Shader property ID. /// public static int _Base_Color_ID = Shader.PropertyToID("_Base_Color_"); /// /// Shader property. /// ; public float _Line_Disabled_ = 0f; /// /// Shader property ID. /// public static int _Line_Disabled_ID = Shader.PropertyToID("_Line_Disabled_"); /// /// Shader property. /// ; [Range(0f, 10f)] public float _Line_Width_ = 1f; /// /// Shader property ID. /// public static int _Line_Width_ID = Shader.PropertyToID("_Line_Width_"); /// /// Shader property. /// ; public Color _Line_Color_ = Color.white; /// /// Shader property ID. /// public static int _Line_Color_ID = Shader.PropertyToID("_Line_Color_"); /// /// Shader property. /// ; [Range(0f, 4f)] public float _Filter_Width_ = 1f; /// /// Shader property ID. /// public static int _Filter_Width_ID = Shader.PropertyToID("_Filter_Width_"); [Header("Line Highlight")] /// /// Shader property. /// ; [Range(0f, 1f)] public float _Rate_ = 0f; /// /// Shader property ID. /// public static int _Rate_ID = Shader.PropertyToID("_Rate_"); /// /// Shader property. /// ; public Color _Highlight_Color_ = Color.white; /// /// Shader property ID. /// public static int _Highlight_Color_ID = Shader.PropertyToID("_Highlight_Color_"); /// /// Shader property. /// ; [Range(0f, 2f)] public float _Highlight_Width_ = 0.25f; /// /// Shader property ID. /// public static int _Highlight_Width_ID = Shader.PropertyToID("_Highlight_Width_"); /// /// Shader property. /// ; public Vector4 _Highlight_Transform_ = Vector4.zero; /// /// Shader property ID. /// public static int _Highlight_Transform_ID = Shader.PropertyToID("_Highlight_Transform_"); /// /// Shader property. /// ; [Range(0f, 1f)] public float _Highlight_ = 1f; /// /// Shader property ID. /// public static int _Highlight_ID = Shader.PropertyToID("_Highlight_"); [Header("Iridescence")] /// /// Shader property. /// ; public float _Iridescence_Enable_ = 1f; /// /// Shader property ID. /// public static int _Iridescence_Enable_ID = Shader.PropertyToID("_Iridescence_Enable_"); /// /// Shader property. /// ; [Range(0f, 1f)] public float _Iridescence_Intensity_ = 0f; /// /// Shader property ID. /// public static int _Iridescence_Intensity_ID = Shader.PropertyToID("_Iridescence_Intensity_"); /// /// Shader property. /// ; [Range(0f, 1f)] public float _Iridescence_Edge_Intensity_ = 0.56f; /// /// Shader property ID. /// public static int _Iridescence_Edge_Intensity_ID = Shader.PropertyToID("_Iridescence_Edge_Intensity_"); /// /// Shader property. /// ; public Color _Iridescence_Tint_ = Color.white; /// /// Shader property ID. /// public static int _Iridescence_Tint_ID = Shader.PropertyToID("_Iridescence_Tint_"); /// /// Shader property. /// ; public Texture2D _Iridescent_Map_ = null; /// /// Shader property ID. /// public static int _Iridescent_Map_ID = Shader.PropertyToID("_Iridescent_Map_"); /// /// Shader property. /// ; [Range(0f, 10f)] public float _Frequency_ = 1f; /// /// Shader property ID. /// public static int _Frequency_ID = Shader.PropertyToID("_Frequency_"); /// /// Shader property. /// ; [Range(0f, 2f)] public float _Vertical_Offset_ = 0f; /// /// Shader property ID. /// public static int _Vertical_Offset_ID = Shader.PropertyToID("_Vertical_Offset_"); /// /// Shader property. /// ; public float _Orthographic_Distance_ = 400f; /// /// Shader property ID. /// public static int _Orthographic_Distance_ID = Shader.PropertyToID("_Orthographic_Distance_"); [Header("Gradient")] /// /// Shader property. /// ; public float _Gradient_Disabled_ = 0f; /// /// Shader property ID. /// public static int _Gradient_Disabled_ID = Shader.PropertyToID("_Gradient_Disabled_"); /// /// Shader property. /// ; public Color _Gradient_Color_ = Color.white; /// /// Shader property ID. /// public static int _Gradient_Color_ID = Shader.PropertyToID("_Gradient_Color_"); /// /// Shader property. /// ; public Color _Top_Left_ = Color.white; /// /// Shader property ID. /// public static int _Top_Left_ID = Shader.PropertyToID("_Top_Left_"); /// /// Shader property. /// ; public Color _Top_Right_ = Color.white; /// /// Shader property ID. /// public static int _Top_Right_ID = Shader.PropertyToID("_Top_Right_"); /// /// Shader property. /// ; public Color _Bottom_Left_ = Color.white; /// /// Shader property ID. /// public static int _Bottom_Left_ID = Shader.PropertyToID("_Bottom_Left_"); /// /// Shader property. /// ; public Color _Bottom_Right_ = Color.white; /// /// Shader property ID. /// public static int _Bottom_Right_ID = Shader.PropertyToID("_Bottom_Right_"); /// /// Shader property. /// ; public float _Edge_Only_ = 0f; /// /// Shader property ID. /// public static int _Edge_Only_ID = Shader.PropertyToID("_Edge_Only_"); /// /// Shader property. /// ; [Range(0f, 1f)] public float _Line_Gradient_Blend_ = 0.36f; /// /// Shader property ID. /// public static int _Line_Gradient_Blend_ID = Shader.PropertyToID("_Line_Gradient_Blend_"); [Header("Fade")] /// /// Shader property. /// ; [Range(0f, 1f)] public float _Fade_Out_ = 1f; /// /// Shader property ID. /// public static int _Fade_Out_ID = Shader.PropertyToID("_Fade_Out_"); [Header("Antialiasing")] /// /// Shader property. /// ; public float _Smooth_Edges_ = 0f; /// /// Shader property ID. /// public static int _Smooth_Edges_ID = Shader.PropertyToID("_Smooth_Edges_"); [Header("Occlusion")] /// /// Shader property. /// ; [Range(0f, 1f)] public float _Occluded_Intensity_ = 1f; /// /// Shader property ID. /// public static int _Occluded_Intensity_ID = Shader.PropertyToID("_Occluded_Intensity_"); /// /// Shader property. /// ; public Texture2D _OccludedTex = null; /// /// Shader property ID. /// public static int _OccludedTexID = Shader.PropertyToID("_OccludedTex"); /// /// Shader property. /// ; public Color _OccludedColor = Color.white; /// /// Shader property ID. /// public static int _OccludedColorID = Shader.PropertyToID("_OccludedColor"); /// /// Shader property. /// ; public float _GridScale = 0.02f; /// /// Shader property ID. /// public static int _GridScaleID = Shader.PropertyToID("_GridScale"); [Header("Blending")] /// /// Shader property. /// ; public float _SrcBlend = 1f; /// /// Shader property ID. /// public static int _SrcBlendID = Shader.PropertyToID("_SrcBlend"); /// /// Shader property. /// ; public float _DstBlend = 0f; /// /// Shader property ID. /// public static int _DstBlendID = Shader.PropertyToID("_DstBlend"); /// /// Shader property. /// ; public float _SrcBlendAlpha = 1f; /// /// Shader property ID. /// public static int _SrcBlendAlphaID = Shader.PropertyToID("_SrcBlendAlpha"); /// /// Shader property. /// ; public float _DstBlendAlpha = 1f; /// /// Shader property ID. /// public static int _DstBlendAlphaID = Shader.PropertyToID("_DstBlendAlpha"); [Header("Stencil")] /// /// Shader property. /// ; [Range(0f, 255f)] public float _StencilReference = 0f; /// /// Shader property ID. /// public static int _StencilReferenceID = Shader.PropertyToID("_StencilReference"); /// /// Shader property. /// ; public float _StencilComparison = 0f; /// /// Shader property ID. /// public static int _StencilComparisonID = Shader.PropertyToID("_StencilComparison"); /// /// Shader property. /// ; public float _StencilOperation = 0f; /// /// Shader property ID. /// public static int _StencilOperationID = Shader.PropertyToID("_StencilOperation"); [Header("Depth")] /// /// Shader property. /// ; public float _ZTest = 4f; /// /// Shader property ID. /// public static int _ZTestID = Shader.PropertyToID("_ZTest"); /// /// Shader property. /// ; public float _ZWrite = 1f; /// /// Shader property ID. /// public static int _ZWriteID = Shader.PropertyToID("_ZWrite"); /// /// Shader property. /// ; public Texture2D _MainTex = null; /// /// Shader property ID. /// public static int _MainTexID = Shader.PropertyToID("_MainTex"); /// /// Shader property. /// ; public Vector4 _ClipRect = Vector4.zero; /// /// Shader property ID. /// public static int _ClipRectID = Shader.PropertyToID("_ClipRect"); /// /// Shader property. /// ; public Vector4 _ClipRectRadii = Vector4.zero; /// /// Shader property ID. /// public static int _ClipRectRadiiID = Shader.PropertyToID("_ClipRectRadii"); /// public override void InitializeFromMaterial(Material material) { _Base_Color_ = material.GetColor(_Base_Color_ID); _Line_Disabled_ = material.GetFloat(_Line_Disabled_ID); _Line_Width_ = material.GetFloat(_Line_Width_ID); _Line_Color_ = material.GetColor(_Line_Color_ID); _Filter_Width_ = material.GetFloat(_Filter_Width_ID); _Rate_ = material.GetFloat(_Rate_ID); _Highlight_Color_ = material.GetColor(_Highlight_Color_ID); _Highlight_Width_ = material.GetFloat(_Highlight_Width_ID); _Highlight_Transform_ = material.GetVector(_Highlight_Transform_ID); _Highlight_ = material.GetFloat(_Highlight_ID); _Iridescence_Enable_ = material.GetFloat(_Iridescence_Enable_ID); _Iridescence_Intensity_ = material.GetFloat(_Iridescence_Intensity_ID); _Iridescence_Edge_Intensity_ = material.GetFloat(_Iridescence_Edge_Intensity_ID); _Iridescence_Tint_ = material.GetColor(_Iridescence_Tint_ID); _Iridescent_Map_ = (Texture2D)material.GetTexture(_Iridescent_Map_ID); _Frequency_ = material.GetFloat(_Frequency_ID); _Vertical_Offset_ = material.GetFloat(_Vertical_Offset_ID); _Orthographic_Distance_ = material.GetFloat(_Orthographic_Distance_ID); _Gradient_Disabled_ = material.GetFloat(_Gradient_Disabled_ID); _Gradient_Color_ = material.GetColor(_Gradient_Color_ID); _Top_Left_ = material.GetColor(_Top_Left_ID); _Top_Right_ = material.GetColor(_Top_Right_ID); _Bottom_Left_ = material.GetColor(_Bottom_Left_ID); _Bottom_Right_ = material.GetColor(_Bottom_Right_ID); _Edge_Only_ = material.GetFloat(_Edge_Only_ID); _Line_Gradient_Blend_ = material.GetFloat(_Line_Gradient_Blend_ID); _Fade_Out_ = material.GetFloat(_Fade_Out_ID); _Smooth_Edges_ = material.GetFloat(_Smooth_Edges_ID); _Occluded_Intensity_ = material.GetFloat(_Occluded_Intensity_ID); _OccludedTex = (Texture2D)material.GetTexture(_OccludedTexID); _OccludedColor = material.GetColor(_OccludedColorID); _GridScale = material.GetFloat(_GridScaleID); _SrcBlend = material.GetFloat(_SrcBlendID); _DstBlend = material.GetFloat(_DstBlendID); _SrcBlendAlpha = material.GetFloat(_SrcBlendAlphaID); _DstBlendAlpha = material.GetFloat(_DstBlendAlphaID); _StencilReference = material.GetFloat(_StencilReferenceID); _StencilComparison = material.GetFloat(_StencilComparisonID); _StencilOperation = material.GetFloat(_StencilOperationID); _ZTest = material.GetFloat(_ZTestID); _ZWrite = material.GetFloat(_ZWriteID); _MainTex = (Texture2D)material.GetTexture(_MainTexID); _ClipRect = material.GetVector(_ClipRectID); _ClipRectRadii = material.GetVector(_ClipRectRadiiID); } /// public override void ApplyToMaterial(Material material) { material.SetColor(_Base_Color_ID, _Base_Color_); material.SetFloat(_Line_Disabled_ID, _Line_Disabled_); material.SetFloat(_Line_Width_ID, _Line_Width_); material.SetColor(_Line_Color_ID, _Line_Color_); material.SetFloat(_Filter_Width_ID, _Filter_Width_); material.SetFloat(_Rate_ID, _Rate_); material.SetColor(_Highlight_Color_ID, _Highlight_Color_); material.SetFloat(_Highlight_Width_ID, _Highlight_Width_); material.SetVector(_Highlight_Transform_ID, _Highlight_Transform_); material.SetFloat(_Highlight_ID, _Highlight_); material.SetFloat(_Iridescence_Enable_ID, _Iridescence_Enable_); material.SetFloat(_Iridescence_Intensity_ID, _Iridescence_Intensity_); material.SetFloat(_Iridescence_Edge_Intensity_ID, _Iridescence_Edge_Intensity_); material.SetColor(_Iridescence_Tint_ID, _Iridescence_Tint_); material.SetTexture(_Iridescent_Map_ID, (Texture2D)_Iridescent_Map_); material.SetFloat(_Frequency_ID, _Frequency_); material.SetFloat(_Vertical_Offset_ID, _Vertical_Offset_); material.SetFloat(_Orthographic_Distance_ID, _Orthographic_Distance_); material.SetFloat(_Gradient_Disabled_ID, _Gradient_Disabled_); material.SetColor(_Gradient_Color_ID, _Gradient_Color_); material.SetColor(_Top_Left_ID, _Top_Left_); material.SetColor(_Top_Right_ID, _Top_Right_); material.SetColor(_Bottom_Left_ID, _Bottom_Left_); material.SetColor(_Bottom_Right_ID, _Bottom_Right_); material.SetFloat(_Edge_Only_ID, _Edge_Only_); material.SetFloat(_Line_Gradient_Blend_ID, _Line_Gradient_Blend_); material.SetFloat(_Fade_Out_ID, _Fade_Out_); material.SetFloat(_Smooth_Edges_ID, _Smooth_Edges_); material.SetFloat(_Occluded_Intensity_ID, _Occluded_Intensity_); material.SetTexture(_OccludedTexID, (Texture2D)_OccludedTex); material.SetColor(_OccludedColorID, _OccludedColor); material.SetFloat(_GridScaleID, _GridScale); material.SetFloat(_SrcBlendID, _SrcBlend); material.SetFloat(_DstBlendID, _DstBlend); material.SetFloat(_SrcBlendAlphaID, _SrcBlendAlpha); material.SetFloat(_DstBlendAlphaID, _DstBlendAlpha); material.SetFloat(_StencilReferenceID, _StencilReference); material.SetFloat(_StencilComparisonID, _StencilComparison); material.SetFloat(_StencilOperationID, _StencilOperation); material.SetFloat(_ZTestID, _ZTest); material.SetFloat(_ZWriteID, _ZWrite); material.SetTexture(_MainTexID, (Texture2D)_MainTex); material.SetVector(_ClipRectID, _ClipRect); material.SetVector(_ClipRectRadiiID, _ClipRectRadii); } /// public override string GetTargetShaderName() { return "Graphics Tools/Canvas/Backplate"; } } }