// 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"; } } }