// 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 CanvasMaterialAnimatorGraphicsToolsStandardCanvas : CanvasMaterialAnimatorBase
{
///
/// Shader property.
/// ;
public Color _Color = Color.white;
///
/// Shader property ID.
///
public static int _ColorID = Shader.PropertyToID("_Color");
///
/// Shader property.
/// ;
public Texture2D _MainTex = null;
///
/// Shader property ID.
///
public static int _MainTexID = Shader.PropertyToID("_MainTex");
///
/// Shader property.
/// ;
public float _AlbedoAlphaMode = 0f;
///
/// Shader property ID.
///
public static int _AlbedoAlphaModeID = Shader.PropertyToID("_AlbedoAlphaMode");
///
/// Shader property.
/// ;
public float _AlbedoAssignedAtRuntime = 0f;
///
/// Shader property ID.
///
public static int _AlbedoAssignedAtRuntimeID = Shader.PropertyToID("_AlbedoAssignedAtRuntime");
///
/// Shader property.
/// ;
[Range(0f, 1f)] public float _Cutoff = 0.5f;
///
/// Shader property ID.
///
public static int _CutoffID = Shader.PropertyToID("_Cutoff");
///
/// Shader property.
/// ;
[Range(0f, 1f)] public float _Fade = 1f;
///
/// Shader property ID.
///
public static int _FadeID = Shader.PropertyToID("_Fade");
///
/// Shader property.
/// ;
[Range(0f, 1f)] public float _Metallic = 0f;
///
/// Shader property ID.
///
public static int _MetallicID = Shader.PropertyToID("_Metallic");
///
/// Shader property.
/// ;
[Range(0f, 1f)] public float _Smoothness = 0.5f;
///
/// Shader property ID.
///
public static int _SmoothnessID = Shader.PropertyToID("_Smoothness");
///
/// Shader property.
/// ;
public float _EnableChannelMap = 0f;
///
/// Shader property ID.
///
public static int _EnableChannelMapID = Shader.PropertyToID("_EnableChannelMap");
///
/// Shader property.
/// ;
public Texture2D _ChannelMap = null;
///
/// Shader property ID.
///
public static int _ChannelMapID = Shader.PropertyToID("_ChannelMap");
///
/// Shader property.
/// ;
public float _EnableNormalMap = 0f;
///
/// Shader property ID.
///
public static int _EnableNormalMapID = Shader.PropertyToID("_EnableNormalMap");
///
/// Shader property.
/// ;
public Texture2D _NormalMap = null;
///
/// Shader property ID.
///
public static int _NormalMapID = Shader.PropertyToID("_NormalMap");
///
/// Shader property.
/// ;
public float _NormalMapScale = 1f;
///
/// Shader property ID.
///
public static int _NormalMapScaleID = Shader.PropertyToID("_NormalMapScale");
///
/// Shader property.
/// ;
public float _EnableEmission = 0f;
///
/// Shader property ID.
///
public static int _EnableEmissionID = Shader.PropertyToID("_EnableEmission");
///
/// Shader property.
/// ;
public Color _EmissiveColor = Color.white;
///
/// Shader property ID.
///
public static int _EmissiveColorID = Shader.PropertyToID("_EmissiveColor");
///
/// Shader property.
/// ;
public Texture2D _EmissiveMap = null;
///
/// Shader property ID.
///
public static int _EmissiveMapID = Shader.PropertyToID("_EmissiveMap");
///
/// Shader property.
/// ;
public float _EnableTriplanarMapping = 0f;
///
/// Shader property ID.
///
public static int _EnableTriplanarMappingID = Shader.PropertyToID("_EnableTriplanarMapping");
///
/// Shader property.
/// ;
public float _EnableLocalSpaceTriplanarMapping = 0f;
///
/// Shader property ID.
///
public static int _EnableLocalSpaceTriplanarMappingID = Shader.PropertyToID("_EnableLocalSpaceTriplanarMapping");
///
/// Shader property.
/// ;
[Range(1f, 16f)] public float _TriplanarMappingBlendSharpness = 4f;
///
/// Shader property ID.
///
public static int _TriplanarMappingBlendSharpnessID = Shader.PropertyToID("_TriplanarMappingBlendSharpness");
///
/// Shader property.
/// ;
public float _EnableSSAA = 0f;
///
/// Shader property ID.
///
public static int _EnableSSAAID = Shader.PropertyToID("_EnableSSAA");
///
/// Shader property.
/// ;
[Range(-5f, 0f)] public float _MipmapBias = -2f;
///
/// Shader property ID.
///
public static int _MipmapBiasID = Shader.PropertyToID("_MipmapBias");
///
/// Shader property.
/// ;
public float _DirectionalLight = 0f;
///
/// Shader property ID.
///
public static int _DirectionalLightID = Shader.PropertyToID("_DirectionalLight");
///
/// Shader property.
/// ;
public float _NPR = 0f;
///
/// Shader property ID.
///
public static int _NPRID = Shader.PropertyToID("_NPR");
///
/// Shader property.
/// ;
public float _SpecularHighlights = 1f;
///
/// Shader property ID.
///
public static int _SpecularHighlightsID = Shader.PropertyToID("_SpecularHighlights");
///
/// Shader property.
/// ;
public float _SphericalHarmonics = 0f;
///
/// Shader property ID.
///
public static int _SphericalHarmonicsID = Shader.PropertyToID("_SphericalHarmonics");
///
/// Shader property.
/// ;
public float _Reflections = 0f;
///
/// Shader property ID.
///
public static int _ReflectionsID = Shader.PropertyToID("_Reflections");
///
/// Shader property.
/// ;
public float _RimLight = 0f;
///
/// Shader property ID.
///
public static int _RimLightID = Shader.PropertyToID("_RimLight");
///
/// Shader property.
/// ;
public Color _RimColor = Color.white;
///
/// Shader property ID.
///
public static int _RimColorID = Shader.PropertyToID("_RimColor");
///
/// Shader property.
/// ;
[Range(0f, 8f)] public float _RimPower = 0.25f;
///
/// Shader property ID.
///
public static int _RimPowerID = Shader.PropertyToID("_RimPower");
///
/// Shader property.
/// ;
public float _VertexColors = 1f;
///
/// Shader property ID.
///
public static int _VertexColorsID = Shader.PropertyToID("_VertexColors");
///
/// Shader property.
/// ;
public float _VertexExtrusion = 0f;
///
/// Shader property ID.
///
public static int _VertexExtrusionID = Shader.PropertyToID("_VertexExtrusion");
///
/// Shader property.
/// ;
public float _VertexExtrusionValue = 0f;
///
/// Shader property ID.
///
public static int _VertexExtrusionValueID = Shader.PropertyToID("_VertexExtrusionValue");
///
/// Shader property.
/// ;
public float _VertexExtrusionSmoothNormals = 0f;
///
/// Shader property ID.
///
public static int _VertexExtrusionSmoothNormalsID = Shader.PropertyToID("_VertexExtrusionSmoothNormals");
///
/// Shader property.
/// ;
public float _VertexExtrusionConstantWidth = 0f;
///
/// Shader property ID.
///
public static int _VertexExtrusionConstantWidthID = Shader.PropertyToID("_VertexExtrusionConstantWidth");
///
/// Shader property.
/// ;
[Range(0f, 10f)] public float _BlendedClippingWidth = 0f;
///
/// Shader property ID.
///
public static int _BlendedClippingWidthID = Shader.PropertyToID("_BlendedClippingWidth");
///
/// Shader property.
/// ;
public float _ClippingBorder = 0f;
///
/// Shader property ID.
///
public static int _ClippingBorderID = Shader.PropertyToID("_ClippingBorder");
///
/// Shader property.
/// ;
[Range(0f, 1f)] public float _ClippingBorderWidth = 0.025f;
///
/// Shader property ID.
///
public static int _ClippingBorderWidthID = Shader.PropertyToID("_ClippingBorderWidth");
///
/// Shader property.
/// ;
public Color _ClippingBorderColor = Color.white;
///
/// Shader property ID.
///
public static int _ClippingBorderColorID = Shader.PropertyToID("_ClippingBorderColor");
///
/// Shader property.
/// ;
public float _NearPlaneFade = 0f;
///
/// Shader property ID.
///
public static int _NearPlaneFadeID = Shader.PropertyToID("_NearPlaneFade");
///
/// Shader property.
/// ;
public float _NearLightFade = 0f;
///
/// Shader property ID.
///
public static int _NearLightFadeID = Shader.PropertyToID("_NearLightFade");
///
/// Shader property.
/// ;
[Range(0f, 10f)] public float _FadeBeginDistance = 0.85f;
///
/// Shader property ID.
///
public static int _FadeBeginDistanceID = Shader.PropertyToID("_FadeBeginDistance");
///
/// Shader property.
/// ;
[Range(0f, 10f)] public float _FadeCompleteDistance = 0.5f;
///
/// Shader property ID.
///
public static int _FadeCompleteDistanceID = Shader.PropertyToID("_FadeCompleteDistance");
///
/// Shader property.
/// ;
[Range(0f, 1f)] public float _FadeMinValue = 0f;
///
/// Shader property ID.
///
public static int _FadeMinValueID = Shader.PropertyToID("_FadeMinValue");
///
/// Shader property.
/// ;
public float _HoverLight = 0f;
///
/// Shader property ID.
///
public static int _HoverLightID = Shader.PropertyToID("_HoverLight");
///
/// Shader property.
/// ;
public float _EnableHoverColorOverride = 0f;
///
/// Shader property ID.
///
public static int _EnableHoverColorOverrideID = Shader.PropertyToID("_EnableHoverColorOverride");
///
/// Shader property.
/// ;
public Color _HoverColorOverride = Color.white;
///
/// Shader property ID.
///
public static int _HoverColorOverrideID = Shader.PropertyToID("_HoverColorOverride");
///
/// Shader property.
/// ;
public float _ProximityLight = 0f;
///
/// Shader property ID.
///
public static int _ProximityLightID = Shader.PropertyToID("_ProximityLight");
///
/// Shader property.
/// ;
public float _EnableProximityLightColorOverride = 0f;
///
/// Shader property ID.
///
public static int _EnableProximityLightColorOverrideID = Shader.PropertyToID("_EnableProximityLightColorOverride");
///
/// Shader property.
/// ;
public Color _ProximityLightCenterColorOverride = Color.white;
///
/// Shader property ID.
///
public static int _ProximityLightCenterColorOverrideID = Shader.PropertyToID("_ProximityLightCenterColorOverride");
///
/// Shader property.
/// ;
public Color _ProximityLightMiddleColorOverride = Color.white;
///
/// Shader property ID.
///
public static int _ProximityLightMiddleColorOverrideID = Shader.PropertyToID("_ProximityLightMiddleColorOverride");
///
/// Shader property.
/// ;
public Color _ProximityLightOuterColorOverride = Color.white;
///
/// Shader property ID.
///
public static int _ProximityLightOuterColorOverrideID = Shader.PropertyToID("_ProximityLightOuterColorOverride");
///
/// Shader property.
/// ;
public float _ProximityLightSubtractive = 0f;
///
/// Shader property ID.
///
public static int _ProximityLightSubtractiveID = Shader.PropertyToID("_ProximityLightSubtractive");
///
/// Shader property.
/// ;
public float _ProximityLightTwoSided = 0f;
///
/// Shader property ID.
///
public static int _ProximityLightTwoSidedID = Shader.PropertyToID("_ProximityLightTwoSided");
///
/// Shader property.
/// ;
[Range(0f, 1f)] public float _FluentLightIntensity = 1f;
///
/// Shader property ID.
///
public static int _FluentLightIntensityID = Shader.PropertyToID("_FluentLightIntensity");
///
/// Shader property.
/// ;
public float _RoundCorners = 0f;
///
/// Shader property ID.
///
public static int _RoundCornersID = Shader.PropertyToID("_RoundCorners");
///
/// Shader property.
/// ;
[Range(0f, 0.5f)] public float _RoundCornerRadius = 0.25f;
///
/// Shader property ID.
///
public static int _RoundCornerRadiusID = Shader.PropertyToID("_RoundCornerRadius");
///
/// Shader property.
/// ;
[Range(0f, 0.5f)] public float _RoundCornerMargin = 0.01f;
///
/// Shader property ID.
///
public static int _RoundCornerMarginID = Shader.PropertyToID("_RoundCornerMargin");
///
/// Shader property.
/// ;
public float _IndependentCorners = 0f;
///
/// Shader property ID.
///
public static int _IndependentCornersID = Shader.PropertyToID("_IndependentCorners");
///
/// Shader property.
/// ;
public Vector4 _RoundCornersRadius = Vector4.zero;
///
/// Shader property ID.
///
public static int _RoundCornersRadiusID = Shader.PropertyToID("_RoundCornersRadius");
///
/// Shader property.
/// ;
public float _RoundCornersHideInterior = 0f;
///
/// Shader property ID.
///
public static int _RoundCornersHideInteriorID = Shader.PropertyToID("_RoundCornersHideInterior");
///
/// Shader property.
/// ;
public float _BorderLight = 0f;
///
/// Shader property ID.
///
public static int _BorderLightID = Shader.PropertyToID("_BorderLight");
///
/// Shader property.
/// ;
public float _BorderLightReplacesAlbedo = 0f;
///
/// Shader property ID.
///
public static int _BorderLightReplacesAlbedoID = Shader.PropertyToID("_BorderLightReplacesAlbedo");
///
/// Shader property.
/// ;
public float _BorderLightOpaque = 0f;
///
/// Shader property ID.
///
public static int _BorderLightOpaqueID = Shader.PropertyToID("_BorderLightOpaque");
///
/// Shader property.
/// ;
[Range(0f, 1f)] public float _BorderWidth = 0.1f;
///
/// Shader property ID.
///
public static int _BorderWidthID = Shader.PropertyToID("_BorderWidth");
///
/// Shader property.
/// ;
public float _BorderColorMode = 0f;
///
/// Shader property ID.
///
public static int _BorderColorModeID = Shader.PropertyToID("_BorderColorMode");
///
/// Shader property.
/// ;
[Range(0f, 1f)] public float _BorderMinValue = 0.1f;
///
/// Shader property ID.
///
public static int _BorderMinValueID = Shader.PropertyToID("_BorderMinValue");
///
/// Shader property.
/// ;
public Color _BorderColor = Color.white;
///
/// Shader property ID.
///
public static int _BorderColorID = Shader.PropertyToID("_BorderColor");
///
/// Shader property.
/// ;
public float _EdgeSmoothingMode = 0f;
///
/// Shader property ID.
///
public static int _EdgeSmoothingModeID = Shader.PropertyToID("_EdgeSmoothingMode");
///
/// Shader property.
/// ;
public float _EdgeSmoothingValue = 0.002f;
///
/// Shader property ID.
///
public static int _EdgeSmoothingValueID = Shader.PropertyToID("_EdgeSmoothingValue");
///
/// Shader property.
/// ;
[Range(0f, 1f)] public float _BorderLightOpaqueAlpha = 1f;
///
/// Shader property ID.
///
public static int _BorderLightOpaqueAlphaID = Shader.PropertyToID("_BorderLightOpaqueAlpha");
///
/// Shader property.
/// ;
public float _InnerGlow = 0f;
///
/// Shader property ID.
///
public static int _InnerGlowID = Shader.PropertyToID("_InnerGlow");
///
/// Shader property.
/// ;
public Color _InnerGlowColor = Color.white;
///
/// Shader property ID.
///
public static int _InnerGlowColorID = Shader.PropertyToID("_InnerGlowColor");
///
/// Shader property.
/// ;
[Range(2f, 32f)] public float _InnerGlowPower = 4f;
///
/// Shader property ID.
///
public static int _InnerGlowPowerID = Shader.PropertyToID("_InnerGlowPower");
///
/// Shader property.
/// ;
public float _GradientMode = 0f;
///
/// Shader property ID.
///
public static int _GradientModeID = Shader.PropertyToID("_GradientMode");
///
/// Shader property.
/// ;
public Texture2D _IridescentSpectrumMap = null;
///
/// Shader property ID.
///
public static int _IridescentSpectrumMapID = Shader.PropertyToID("_IridescentSpectrumMap");
///
/// Shader property.
/// ;
[Range(0f, 1f)] public float _IridescenceIntensity = 0.5f;
///
/// Shader property ID.
///
public static int _IridescenceIntensityID = Shader.PropertyToID("_IridescenceIntensity");
///
/// Shader property.
/// ;
[Range(0f, 1f)] public float _IridescenceThreshold = 0.05f;
///
/// Shader property ID.
///
public static int _IridescenceThresholdID = Shader.PropertyToID("_IridescenceThreshold");
///
/// Shader property.
/// ;
[Range(-0.78f, 0.78f)] public float _IridescenceAngle = -0.78f;
///
/// Shader property ID.
///
public static int _IridescenceAngleID = Shader.PropertyToID("_IridescenceAngle");
///
/// Shader property.
/// ;
[Range(0f, 360f)] public float _GradientAngle = 180f;
///
/// Shader property ID.
///
public static int _GradientAngleID = Shader.PropertyToID("_GradientAngle");
///
/// Shader property.
/// ;
public Color _GradientColor0 = Color.white;
///
/// Shader property ID.
///
public static int _GradientColor0ID = Shader.PropertyToID("_GradientColor0");
///
/// Shader property.
/// ;
public Color _GradientColor1 = Color.white;
///
/// Shader property ID.
///
public static int _GradientColor1ID = Shader.PropertyToID("_GradientColor1");
///
/// Shader property.
/// ;
public Color _GradientColor2 = Color.white;
///
/// Shader property ID.
///
public static int _GradientColor2ID = Shader.PropertyToID("_GradientColor2");
///
/// Shader property.
/// ;
public Color _GradientColor3 = Color.white;
///
/// Shader property ID.
///
public static int _GradientColor3ID = Shader.PropertyToID("_GradientColor3");
///
/// Shader property.
/// ;
public Color _GradientColor4 = Color.white;
///
/// Shader property ID.
///
public static int _GradientColor4ID = Shader.PropertyToID("_GradientColor4");
///
/// Shader property.
/// ;
public Vector4 _GradientAlpha = Vector4.zero;
///
/// Shader property ID.
///
public static int _GradientAlphaID = Shader.PropertyToID("_GradientAlpha");
///
/// Shader property.
/// ;
public Vector4 _GradientAlphaTime = Vector4.zero;
///
/// Shader property ID.
///
public static int _GradientAlphaTimeID = Shader.PropertyToID("_GradientAlphaTime");
///
/// Shader property.
/// ;
public float _EnvironmentColoring = 0f;
///
/// Shader property ID.
///
public static int _EnvironmentColoringID = Shader.PropertyToID("_EnvironmentColoring");
///
/// Shader property.
/// ;
[Range(0f, 3f)] public float _EnvironmentColorThreshold = 1.5f;
///
/// Shader property ID.
///
public static int _EnvironmentColorThresholdID = Shader.PropertyToID("_EnvironmentColorThreshold");
///
/// Shader property.
/// ;
[Range(0f, 1f)] public float _EnvironmentColorIntensity = 0.5f;
///
/// Shader property ID.
///
public static int _EnvironmentColorIntensityID = Shader.PropertyToID("_EnvironmentColorIntensity");
///
/// Shader property.
/// ;
public Color _EnvironmentColorX = Color.white;
///
/// Shader property ID.
///
public static int _EnvironmentColorXID = Shader.PropertyToID("_EnvironmentColorX");
///
/// Shader property.
/// ;
public Color _EnvironmentColorY = Color.white;
///
/// Shader property ID.
///
public static int _EnvironmentColorYID = Shader.PropertyToID("_EnvironmentColorY");
///
/// Shader property.
/// ;
public Color _EnvironmentColorZ = Color.white;
///
/// Shader property ID.
///
public static int _EnvironmentColorZID = Shader.PropertyToID("_EnvironmentColorZ");
///
/// Shader property.
/// ;
public float _BlurMode = 0f;
///
/// Shader property ID.
///
public static int _BlurModeID = Shader.PropertyToID("_BlurMode");
///
/// Shader property.
/// ;
[Range(0f, 1f)] public float _BlurTextureIntensity = 1f;
///
/// Shader property ID.
///
public static int _BlurTextureIntensityID = Shader.PropertyToID("_BlurTextureIntensity");
///
/// Shader property.
/// ;
[Range(0f, 1f)] public float _BlurBorderIntensity = 0f;
///
/// Shader property ID.
///
public static int _BlurBorderIntensityID = Shader.PropertyToID("_BlurBorderIntensity");
///
/// Shader property.
/// ;
public Vector4 _BlurBackgroundRect = Vector4.zero;
///
/// Shader property ID.
///
public static int _BlurBackgroundRectID = Shader.PropertyToID("_BlurBackgroundRect");
///
/// Shader property.
/// ;
public float _Mode = 3f;
///
/// Shader property ID.
///
public static int _ModeID = Shader.PropertyToID("_Mode");
///
/// Shader property.
/// ;
public float _CustomMode = 2f;
///
/// Shader property ID.
///
public static int _CustomModeID = Shader.PropertyToID("_CustomMode");
///
/// Shader property.
/// ;
public float _SrcBlend = 1f;
///
/// Shader property ID.
///
public static int _SrcBlendID = Shader.PropertyToID("_SrcBlend");
///
/// Shader property.
/// ;
public float _DstBlend = 10f;
///
/// 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");
///
/// Shader property.
/// ;
public float _BlendOp = 0f;
///
/// Shader property ID.
///
public static int _BlendOpID = Shader.PropertyToID("_BlendOp");
///
/// Shader property.
/// ;
public float _ZTest = 4f;
///
/// Shader property ID.
///
public static int _ZTestID = Shader.PropertyToID("_ZTest");
///
/// Shader property.
/// ;
public float _ZWrite = 0f;
///
/// Shader property ID.
///
public static int _ZWriteID = Shader.PropertyToID("_ZWrite");
///
/// Shader property.
/// ;
public float _ZOffsetFactor = 0f;
///
/// Shader property ID.
///
public static int _ZOffsetFactorID = Shader.PropertyToID("_ZOffsetFactor");
///
/// Shader property.
/// ;
public float _ZOffsetUnits = 0f;
///
/// Shader property ID.
///
public static int _ZOffsetUnitsID = Shader.PropertyToID("_ZOffsetUnits");
///
/// Shader property.
/// ;
public float _ColorMask = 15f;
///
/// Shader property ID.
///
public static int _ColorMaskID = Shader.PropertyToID("_ColorMask");
///
/// Shader property.
/// ;
public float _CullMode = 0f;
///
/// Shader property ID.
///
public static int _CullModeID = Shader.PropertyToID("_CullMode");
///
/// Shader property.
/// ;
[Range(-1f, 5000f)] public float _RenderQueueOverride = -1f;
///
/// Shader property ID.
///
public static int _RenderQueueOverrideID = Shader.PropertyToID("_RenderQueueOverride");
///
/// Shader property.
/// ;
public float _UseWorldScale = 1f;
///
/// Shader property ID.
///
public static int _UseWorldScaleID = Shader.PropertyToID("_UseWorldScale");
///
/// Shader property.
/// ;
public float _EnableStencil = 0f;
///
/// Shader property ID.
///
public static int _EnableStencilID = Shader.PropertyToID("_EnableStencil");
///
/// Shader property.
/// ;
[Range(0f, 255f)] public float _Stencil = 0f;
///
/// Shader property ID.
///
public static int _StencilID = Shader.PropertyToID("_Stencil");
///
/// Shader property.
/// ;
public float _StencilComp = 0f;
///
/// Shader property ID.
///
public static int _StencilCompID = Shader.PropertyToID("_StencilComp");
///
/// Shader property.
/// ;
public float _StencilOp = 0f;
///
/// Shader property ID.
///
public static int _StencilOpID = Shader.PropertyToID("_StencilOp");
///
/// Shader property.
/// ;
[Range(0f, 255f)] public float _StencilWriteMask = 255f;
///
/// Shader property ID.
///
public static int _StencilWriteMaskID = Shader.PropertyToID("_StencilWriteMask");
///
/// Shader property.
/// ;
[Range(0f, 255f)] public float _StencilReadMask = 255f;
///
/// Shader property ID.
///
public static int _StencilReadMaskID = Shader.PropertyToID("_StencilReadMask");
///
/// 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)
{
_Color = material.GetColor(_ColorID);
_MainTex = (Texture2D)material.GetTexture(_MainTexID);
_AlbedoAlphaMode = material.GetFloat(_AlbedoAlphaModeID);
_AlbedoAssignedAtRuntime = material.GetFloat(_AlbedoAssignedAtRuntimeID);
_Cutoff = material.GetFloat(_CutoffID);
_Fade = material.GetFloat(_FadeID);
_Metallic = material.GetFloat(_MetallicID);
_Smoothness = material.GetFloat(_SmoothnessID);
_EnableChannelMap = material.GetFloat(_EnableChannelMapID);
_ChannelMap = (Texture2D)material.GetTexture(_ChannelMapID);
_EnableNormalMap = material.GetFloat(_EnableNormalMapID);
_NormalMap = (Texture2D)material.GetTexture(_NormalMapID);
_NormalMapScale = material.GetFloat(_NormalMapScaleID);
_EnableEmission = material.GetFloat(_EnableEmissionID);
_EmissiveColor = material.GetColor(_EmissiveColorID);
_EmissiveMap = (Texture2D)material.GetTexture(_EmissiveMapID);
_EnableTriplanarMapping = material.GetFloat(_EnableTriplanarMappingID);
_EnableLocalSpaceTriplanarMapping = material.GetFloat(_EnableLocalSpaceTriplanarMappingID);
_TriplanarMappingBlendSharpness = material.GetFloat(_TriplanarMappingBlendSharpnessID);
_EnableSSAA = material.GetFloat(_EnableSSAAID);
_MipmapBias = material.GetFloat(_MipmapBiasID);
_DirectionalLight = material.GetFloat(_DirectionalLightID);
_NPR = material.GetFloat(_NPRID);
_SpecularHighlights = material.GetFloat(_SpecularHighlightsID);
_SphericalHarmonics = material.GetFloat(_SphericalHarmonicsID);
_Reflections = material.GetFloat(_ReflectionsID);
_RimLight = material.GetFloat(_RimLightID);
_RimColor = material.GetColor(_RimColorID);
_RimPower = material.GetFloat(_RimPowerID);
_VertexColors = material.GetFloat(_VertexColorsID);
_VertexExtrusion = material.GetFloat(_VertexExtrusionID);
_VertexExtrusionValue = material.GetFloat(_VertexExtrusionValueID);
_VertexExtrusionSmoothNormals = material.GetFloat(_VertexExtrusionSmoothNormalsID);
_VertexExtrusionConstantWidth = material.GetFloat(_VertexExtrusionConstantWidthID);
_BlendedClippingWidth = material.GetFloat(_BlendedClippingWidthID);
_ClippingBorder = material.GetFloat(_ClippingBorderID);
_ClippingBorderWidth = material.GetFloat(_ClippingBorderWidthID);
_ClippingBorderColor = material.GetColor(_ClippingBorderColorID);
_NearPlaneFade = material.GetFloat(_NearPlaneFadeID);
_NearLightFade = material.GetFloat(_NearLightFadeID);
_FadeBeginDistance = material.GetFloat(_FadeBeginDistanceID);
_FadeCompleteDistance = material.GetFloat(_FadeCompleteDistanceID);
_FadeMinValue = material.GetFloat(_FadeMinValueID);
_HoverLight = material.GetFloat(_HoverLightID);
_EnableHoverColorOverride = material.GetFloat(_EnableHoverColorOverrideID);
_HoverColorOverride = material.GetColor(_HoverColorOverrideID);
_ProximityLight = material.GetFloat(_ProximityLightID);
_EnableProximityLightColorOverride = material.GetFloat(_EnableProximityLightColorOverrideID);
_ProximityLightCenterColorOverride = material.GetColor(_ProximityLightCenterColorOverrideID);
_ProximityLightMiddleColorOverride = material.GetColor(_ProximityLightMiddleColorOverrideID);
_ProximityLightOuterColorOverride = material.GetColor(_ProximityLightOuterColorOverrideID);
_ProximityLightSubtractive = material.GetFloat(_ProximityLightSubtractiveID);
_ProximityLightTwoSided = material.GetFloat(_ProximityLightTwoSidedID);
_FluentLightIntensity = material.GetFloat(_FluentLightIntensityID);
_RoundCorners = material.GetFloat(_RoundCornersID);
_RoundCornerRadius = material.GetFloat(_RoundCornerRadiusID);
_RoundCornerMargin = material.GetFloat(_RoundCornerMarginID);
_IndependentCorners = material.GetFloat(_IndependentCornersID);
_RoundCornersRadius = material.GetVector(_RoundCornersRadiusID);
_RoundCornersHideInterior = material.GetFloat(_RoundCornersHideInteriorID);
_BorderLight = material.GetFloat(_BorderLightID);
_BorderLightReplacesAlbedo = material.GetFloat(_BorderLightReplacesAlbedoID);
_BorderLightOpaque = material.GetFloat(_BorderLightOpaqueID);
_BorderWidth = material.GetFloat(_BorderWidthID);
_BorderColorMode = material.GetFloat(_BorderColorModeID);
_BorderMinValue = material.GetFloat(_BorderMinValueID);
_BorderColor = material.GetColor(_BorderColorID);
_EdgeSmoothingMode = material.GetFloat(_EdgeSmoothingModeID);
_EdgeSmoothingValue = material.GetFloat(_EdgeSmoothingValueID);
_BorderLightOpaqueAlpha = material.GetFloat(_BorderLightOpaqueAlphaID);
_InnerGlow = material.GetFloat(_InnerGlowID);
_InnerGlowColor = material.GetColor(_InnerGlowColorID);
_InnerGlowPower = material.GetFloat(_InnerGlowPowerID);
_GradientMode = material.GetFloat(_GradientModeID);
_IridescentSpectrumMap = (Texture2D)material.GetTexture(_IridescentSpectrumMapID);
_IridescenceIntensity = material.GetFloat(_IridescenceIntensityID);
_IridescenceThreshold = material.GetFloat(_IridescenceThresholdID);
_IridescenceAngle = material.GetFloat(_IridescenceAngleID);
_GradientAngle = material.GetFloat(_GradientAngleID);
_GradientColor0 = material.GetColor(_GradientColor0ID);
_GradientColor1 = material.GetColor(_GradientColor1ID);
_GradientColor2 = material.GetColor(_GradientColor2ID);
_GradientColor3 = material.GetColor(_GradientColor3ID);
_GradientColor4 = material.GetColor(_GradientColor4ID);
_GradientAlpha = material.GetVector(_GradientAlphaID);
_GradientAlphaTime = material.GetVector(_GradientAlphaTimeID);
_EnvironmentColoring = material.GetFloat(_EnvironmentColoringID);
_EnvironmentColorThreshold = material.GetFloat(_EnvironmentColorThresholdID);
_EnvironmentColorIntensity = material.GetFloat(_EnvironmentColorIntensityID);
_EnvironmentColorX = material.GetColor(_EnvironmentColorXID);
_EnvironmentColorY = material.GetColor(_EnvironmentColorYID);
_EnvironmentColorZ = material.GetColor(_EnvironmentColorZID);
_BlurMode = material.GetFloat(_BlurModeID);
_BlurTextureIntensity = material.GetFloat(_BlurTextureIntensityID);
_BlurBorderIntensity = material.GetFloat(_BlurBorderIntensityID);
_BlurBackgroundRect = material.GetVector(_BlurBackgroundRectID);
_Mode = material.GetFloat(_ModeID);
_CustomMode = material.GetFloat(_CustomModeID);
_SrcBlend = material.GetFloat(_SrcBlendID);
_DstBlend = material.GetFloat(_DstBlendID);
_SrcBlendAlpha = material.GetFloat(_SrcBlendAlphaID);
_DstBlendAlpha = material.GetFloat(_DstBlendAlphaID);
_BlendOp = material.GetFloat(_BlendOpID);
_ZTest = material.GetFloat(_ZTestID);
_ZWrite = material.GetFloat(_ZWriteID);
_ZOffsetFactor = material.GetFloat(_ZOffsetFactorID);
_ZOffsetUnits = material.GetFloat(_ZOffsetUnitsID);
_ColorMask = material.GetFloat(_ColorMaskID);
_CullMode = material.GetFloat(_CullModeID);
_RenderQueueOverride = material.GetFloat(_RenderQueueOverrideID);
_UseWorldScale = material.GetFloat(_UseWorldScaleID);
_EnableStencil = material.GetFloat(_EnableStencilID);
_Stencil = material.GetFloat(_StencilID);
_StencilComp = material.GetFloat(_StencilCompID);
_StencilOp = material.GetFloat(_StencilOpID);
_StencilWriteMask = material.GetFloat(_StencilWriteMaskID);
_StencilReadMask = material.GetFloat(_StencilReadMaskID);
_ClipRect = material.GetVector(_ClipRectID);
_ClipRectRadii = material.GetVector(_ClipRectRadiiID);
}
///
public override void ApplyToMaterial(Material material)
{
material.SetColor(_ColorID, _Color);
material.SetTexture(_MainTexID, (Texture2D)_MainTex);
material.SetFloat(_AlbedoAlphaModeID, _AlbedoAlphaMode);
material.SetFloat(_AlbedoAssignedAtRuntimeID, _AlbedoAssignedAtRuntime);
material.SetFloat(_CutoffID, _Cutoff);
material.SetFloat(_FadeID, _Fade);
material.SetFloat(_MetallicID, _Metallic);
material.SetFloat(_SmoothnessID, _Smoothness);
material.SetFloat(_EnableChannelMapID, _EnableChannelMap);
material.SetTexture(_ChannelMapID, (Texture2D)_ChannelMap);
material.SetFloat(_EnableNormalMapID, _EnableNormalMap);
material.SetTexture(_NormalMapID, (Texture2D)_NormalMap);
material.SetFloat(_NormalMapScaleID, _NormalMapScale);
material.SetFloat(_EnableEmissionID, _EnableEmission);
material.SetColor(_EmissiveColorID, _EmissiveColor);
material.SetTexture(_EmissiveMapID, (Texture2D)_EmissiveMap);
material.SetFloat(_EnableTriplanarMappingID, _EnableTriplanarMapping);
material.SetFloat(_EnableLocalSpaceTriplanarMappingID, _EnableLocalSpaceTriplanarMapping);
material.SetFloat(_TriplanarMappingBlendSharpnessID, _TriplanarMappingBlendSharpness);
material.SetFloat(_EnableSSAAID, _EnableSSAA);
material.SetFloat(_MipmapBiasID, _MipmapBias);
material.SetFloat(_DirectionalLightID, _DirectionalLight);
material.SetFloat(_NPRID, _NPR);
material.SetFloat(_SpecularHighlightsID, _SpecularHighlights);
material.SetFloat(_SphericalHarmonicsID, _SphericalHarmonics);
material.SetFloat(_ReflectionsID, _Reflections);
material.SetFloat(_RimLightID, _RimLight);
material.SetColor(_RimColorID, _RimColor);
material.SetFloat(_RimPowerID, _RimPower);
material.SetFloat(_VertexColorsID, _VertexColors);
material.SetFloat(_VertexExtrusionID, _VertexExtrusion);
material.SetFloat(_VertexExtrusionValueID, _VertexExtrusionValue);
material.SetFloat(_VertexExtrusionSmoothNormalsID, _VertexExtrusionSmoothNormals);
material.SetFloat(_VertexExtrusionConstantWidthID, _VertexExtrusionConstantWidth);
material.SetFloat(_BlendedClippingWidthID, _BlendedClippingWidth);
material.SetFloat(_ClippingBorderID, _ClippingBorder);
material.SetFloat(_ClippingBorderWidthID, _ClippingBorderWidth);
material.SetColor(_ClippingBorderColorID, _ClippingBorderColor);
material.SetFloat(_NearPlaneFadeID, _NearPlaneFade);
material.SetFloat(_NearLightFadeID, _NearLightFade);
material.SetFloat(_FadeBeginDistanceID, _FadeBeginDistance);
material.SetFloat(_FadeCompleteDistanceID, _FadeCompleteDistance);
material.SetFloat(_FadeMinValueID, _FadeMinValue);
material.SetFloat(_HoverLightID, _HoverLight);
material.SetFloat(_EnableHoverColorOverrideID, _EnableHoverColorOverride);
material.SetColor(_HoverColorOverrideID, _HoverColorOverride);
material.SetFloat(_ProximityLightID, _ProximityLight);
material.SetFloat(_EnableProximityLightColorOverrideID, _EnableProximityLightColorOverride);
material.SetColor(_ProximityLightCenterColorOverrideID, _ProximityLightCenterColorOverride);
material.SetColor(_ProximityLightMiddleColorOverrideID, _ProximityLightMiddleColorOverride);
material.SetColor(_ProximityLightOuterColorOverrideID, _ProximityLightOuterColorOverride);
material.SetFloat(_ProximityLightSubtractiveID, _ProximityLightSubtractive);
material.SetFloat(_ProximityLightTwoSidedID, _ProximityLightTwoSided);
material.SetFloat(_FluentLightIntensityID, _FluentLightIntensity);
material.SetFloat(_RoundCornersID, _RoundCorners);
material.SetFloat(_RoundCornerRadiusID, _RoundCornerRadius);
material.SetFloat(_RoundCornerMarginID, _RoundCornerMargin);
material.SetFloat(_IndependentCornersID, _IndependentCorners);
material.SetVector(_RoundCornersRadiusID, _RoundCornersRadius);
material.SetFloat(_RoundCornersHideInteriorID, _RoundCornersHideInterior);
material.SetFloat(_BorderLightID, _BorderLight);
material.SetFloat(_BorderLightReplacesAlbedoID, _BorderLightReplacesAlbedo);
material.SetFloat(_BorderLightOpaqueID, _BorderLightOpaque);
material.SetFloat(_BorderWidthID, _BorderWidth);
material.SetFloat(_BorderColorModeID, _BorderColorMode);
material.SetFloat(_BorderMinValueID, _BorderMinValue);
material.SetColor(_BorderColorID, _BorderColor);
material.SetFloat(_EdgeSmoothingModeID, _EdgeSmoothingMode);
material.SetFloat(_EdgeSmoothingValueID, _EdgeSmoothingValue);
material.SetFloat(_BorderLightOpaqueAlphaID, _BorderLightOpaqueAlpha);
material.SetFloat(_InnerGlowID, _InnerGlow);
material.SetColor(_InnerGlowColorID, _InnerGlowColor);
material.SetFloat(_InnerGlowPowerID, _InnerGlowPower);
material.SetFloat(_GradientModeID, _GradientMode);
material.SetTexture(_IridescentSpectrumMapID, (Texture2D)_IridescentSpectrumMap);
material.SetFloat(_IridescenceIntensityID, _IridescenceIntensity);
material.SetFloat(_IridescenceThresholdID, _IridescenceThreshold);
material.SetFloat(_IridescenceAngleID, _IridescenceAngle);
material.SetFloat(_GradientAngleID, _GradientAngle);
material.SetColor(_GradientColor0ID, _GradientColor0);
material.SetColor(_GradientColor1ID, _GradientColor1);
material.SetColor(_GradientColor2ID, _GradientColor2);
material.SetColor(_GradientColor3ID, _GradientColor3);
material.SetColor(_GradientColor4ID, _GradientColor4);
material.SetVector(_GradientAlphaID, _GradientAlpha);
material.SetVector(_GradientAlphaTimeID, _GradientAlphaTime);
material.SetFloat(_EnvironmentColoringID, _EnvironmentColoring);
material.SetFloat(_EnvironmentColorThresholdID, _EnvironmentColorThreshold);
material.SetFloat(_EnvironmentColorIntensityID, _EnvironmentColorIntensity);
material.SetColor(_EnvironmentColorXID, _EnvironmentColorX);
material.SetColor(_EnvironmentColorYID, _EnvironmentColorY);
material.SetColor(_EnvironmentColorZID, _EnvironmentColorZ);
material.SetFloat(_BlurModeID, _BlurMode);
material.SetFloat(_BlurTextureIntensityID, _BlurTextureIntensity);
material.SetFloat(_BlurBorderIntensityID, _BlurBorderIntensity);
material.SetVector(_BlurBackgroundRectID, _BlurBackgroundRect);
material.SetFloat(_ModeID, _Mode);
material.SetFloat(_CustomModeID, _CustomMode);
material.SetFloat(_SrcBlendID, _SrcBlend);
material.SetFloat(_DstBlendID, _DstBlend);
material.SetFloat(_SrcBlendAlphaID, _SrcBlendAlpha);
material.SetFloat(_DstBlendAlphaID, _DstBlendAlpha);
material.SetFloat(_BlendOpID, _BlendOp);
material.SetFloat(_ZTestID, _ZTest);
material.SetFloat(_ZWriteID, _ZWrite);
material.SetFloat(_ZOffsetFactorID, _ZOffsetFactor);
material.SetFloat(_ZOffsetUnitsID, _ZOffsetUnits);
material.SetFloat(_ColorMaskID, _ColorMask);
material.SetFloat(_CullModeID, _CullMode);
material.SetFloat(_RenderQueueOverrideID, _RenderQueueOverride);
material.SetFloat(_UseWorldScaleID, _UseWorldScale);
material.SetFloat(_EnableStencilID, _EnableStencil);
material.SetFloat(_StencilID, _Stencil);
material.SetFloat(_StencilCompID, _StencilComp);
material.SetFloat(_StencilOpID, _StencilOp);
material.SetFloat(_StencilWriteMaskID, _StencilWriteMask);
material.SetFloat(_StencilReadMaskID, _StencilReadMask);
material.SetVector(_ClipRectID, _ClipRect);
material.SetVector(_ClipRectRadiiID, _ClipRectRadii);
}
///
public override string GetTargetShaderName()
{
return "Graphics Tools/Standard Canvas";
}
}
}