// 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 CanvasMaterialAnimatorGraphicsToolsTextMeshPro : CanvasMaterialAnimatorBase { /// /// Shader property. /// ; public Color _FaceColor = Color.white; /// /// Shader property ID. /// public static int _FaceColorID = Shader.PropertyToID("_FaceColor"); /// /// Shader property. /// ; [Range(-1f, 1f)] public float _FaceDilate = 0f; /// /// Shader property ID. /// public static int _FaceDilateID = Shader.PropertyToID("_FaceDilate"); /// /// Shader property. /// ; public Color _OutlineColor = Color.white; /// /// Shader property ID. /// public static int _OutlineColorID = Shader.PropertyToID("_OutlineColor"); /// /// Shader property. /// ; [Range(0f, 1f)] public float _OutlineWidth = 0f; /// /// Shader property ID. /// public static int _OutlineWidthID = Shader.PropertyToID("_OutlineWidth"); /// /// Shader property. /// ; [Range(0f, 1f)] public float _OutlineSoftness = 0f; /// /// Shader property ID. /// public static int _OutlineSoftnessID = Shader.PropertyToID("_OutlineSoftness"); /// /// Shader property. /// ; public Color _UnderlayColor = Color.white; /// /// Shader property ID. /// public static int _UnderlayColorID = Shader.PropertyToID("_UnderlayColor"); /// /// Shader property. /// ; [Range(-1f, 1f)] public float _UnderlayOffsetX = 0f; /// /// Shader property ID. /// public static int _UnderlayOffsetXID = Shader.PropertyToID("_UnderlayOffsetX"); /// /// Shader property. /// ; [Range(-1f, 1f)] public float _UnderlayOffsetY = 0f; /// /// Shader property ID. /// public static int _UnderlayOffsetYID = Shader.PropertyToID("_UnderlayOffsetY"); /// /// Shader property. /// ; [Range(-1f, 1f)] public float _UnderlayDilate = 0f; /// /// Shader property ID. /// public static int _UnderlayDilateID = Shader.PropertyToID("_UnderlayDilate"); /// /// Shader property. /// ; [Range(0f, 1f)] public float _UnderlaySoftness = 0f; /// /// Shader property ID. /// public static int _UnderlaySoftnessID = Shader.PropertyToID("_UnderlaySoftness"); /// /// Shader property. /// ; public float _WeightNormal = 0f; /// /// Shader property ID. /// public static int _WeightNormalID = Shader.PropertyToID("_WeightNormal"); /// /// Shader property. /// ; public float _WeightBold = 0.5f; /// /// Shader property ID. /// public static int _WeightBoldID = Shader.PropertyToID("_WeightBold"); /// /// Shader property. /// ; public float _ShaderFlags = 0f; /// /// Shader property ID. /// public static int _ShaderFlagsID = Shader.PropertyToID("_ShaderFlags"); /// /// Shader property. /// ; public float _ScaleRatioA = 1f; /// /// Shader property ID. /// public static int _ScaleRatioAID = Shader.PropertyToID("_ScaleRatioA"); /// /// Shader property. /// ; public float _ScaleRatioB = 1f; /// /// Shader property ID. /// public static int _ScaleRatioBID = Shader.PropertyToID("_ScaleRatioB"); /// /// Shader property. /// ; public float _ScaleRatioC = 1f; /// /// Shader property ID. /// public static int _ScaleRatioCID = Shader.PropertyToID("_ScaleRatioC"); /// /// Shader property. /// ; public Texture2D _MainTex = null; /// /// Shader property ID. /// public static int _MainTexID = Shader.PropertyToID("_MainTex"); /// /// Shader property. /// ; public float _TextureWidth = 512f; /// /// Shader property ID. /// public static int _TextureWidthID = Shader.PropertyToID("_TextureWidth"); /// /// Shader property. /// ; public float _TextureHeight = 512f; /// /// Shader property ID. /// public static int _TextureHeightID = Shader.PropertyToID("_TextureHeight"); /// /// Shader property. /// ; public float _GradientScale = 5f; /// /// Shader property ID. /// public static int _GradientScaleID = Shader.PropertyToID("_GradientScale"); /// /// Shader property. /// ; public float _ScaleX = 1f; /// /// Shader property ID. /// public static int _ScaleXID = Shader.PropertyToID("_ScaleX"); /// /// Shader property. /// ; public float _ScaleY = 1f; /// /// Shader property ID. /// public static int _ScaleYID = Shader.PropertyToID("_ScaleY"); /// /// Shader property. /// ; [Range(0f, 1f)] public float _PerspectiveFilter = 0.875f; /// /// Shader property ID. /// public static int _PerspectiveFilterID = Shader.PropertyToID("_PerspectiveFilter"); /// /// Shader property. /// ; [Range(-1f, 1f)] public float _Sharpness = 0f; /// /// Shader property ID. /// public static int _SharpnessID = Shader.PropertyToID("_Sharpness"); /// /// Shader property. /// ; public float _VertexOffsetX = 0f; /// /// Shader property ID. /// public static int _VertexOffsetXID = Shader.PropertyToID("_VertexOffsetX"); /// /// Shader property. /// ; public float _VertexOffsetY = 0f; /// /// Shader property ID. /// public static int _VertexOffsetYID = Shader.PropertyToID("_VertexOffsetY"); /// /// 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"); /// /// Shader property. /// ; public float _MaskSoftnessX = 0f; /// /// Shader property ID. /// public static int _MaskSoftnessXID = Shader.PropertyToID("_MaskSoftnessX"); /// /// Shader property. /// ; public float _MaskSoftnessY = 0f; /// /// Shader property ID. /// public static int _MaskSoftnessYID = Shader.PropertyToID("_MaskSoftnessY"); /// /// Shader property. /// ; public float _StencilComp = 8f; /// /// Shader property ID. /// public static int _StencilCompID = Shader.PropertyToID("_StencilComp"); /// /// Shader property. /// ; public float _Stencil = 0f; /// /// Shader property ID. /// public static int _StencilID = Shader.PropertyToID("_Stencil"); /// /// Shader property. /// ; public float _StencilOp = 0f; /// /// Shader property ID. /// public static int _StencilOpID = Shader.PropertyToID("_StencilOp"); /// /// Shader property. /// ; public float _StencilWriteMask = 255f; /// /// Shader property ID. /// public static int _StencilWriteMaskID = Shader.PropertyToID("_StencilWriteMask"); /// /// Shader property. /// ; public float _StencilReadMask = 255f; /// /// Shader property ID. /// public static int _StencilReadMaskID = Shader.PropertyToID("_StencilReadMask"); /// /// Shader property. /// ; public float _CullMode = 0f; /// /// Shader property ID. /// public static int _CullModeID = Shader.PropertyToID("_CullMode"); /// /// Shader property. /// ; public float _ColorMask = 15f; /// /// Shader property ID. /// public static int _ColorMaskID = Shader.PropertyToID("_ColorMask"); /// /// Shader property. /// ; public float _ZWrite = 0f; /// /// Shader property ID. /// public static int _ZWriteID = Shader.PropertyToID("_ZWrite"); /// /// Shader property. /// ; public float _ZTest = 4f; /// /// Shader property ID. /// public static int _ZTestID = Shader.PropertyToID("_ZTest"); /// /// 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"); /// public override void InitializeFromMaterial(Material material) { _FaceColor = material.GetColor(_FaceColorID); _FaceDilate = material.GetFloat(_FaceDilateID); _OutlineColor = material.GetColor(_OutlineColorID); _OutlineWidth = material.GetFloat(_OutlineWidthID); _OutlineSoftness = material.GetFloat(_OutlineSoftnessID); _UnderlayColor = material.GetColor(_UnderlayColorID); _UnderlayOffsetX = material.GetFloat(_UnderlayOffsetXID); _UnderlayOffsetY = material.GetFloat(_UnderlayOffsetYID); _UnderlayDilate = material.GetFloat(_UnderlayDilateID); _UnderlaySoftness = material.GetFloat(_UnderlaySoftnessID); _WeightNormal = material.GetFloat(_WeightNormalID); _WeightBold = material.GetFloat(_WeightBoldID); _ShaderFlags = material.GetFloat(_ShaderFlagsID); _ScaleRatioA = material.GetFloat(_ScaleRatioAID); _ScaleRatioB = material.GetFloat(_ScaleRatioBID); _ScaleRatioC = material.GetFloat(_ScaleRatioCID); _MainTex = (Texture2D)material.GetTexture(_MainTexID); _TextureWidth = material.GetFloat(_TextureWidthID); _TextureHeight = material.GetFloat(_TextureHeightID); _GradientScale = material.GetFloat(_GradientScaleID); _ScaleX = material.GetFloat(_ScaleXID); _ScaleY = material.GetFloat(_ScaleYID); _PerspectiveFilter = material.GetFloat(_PerspectiveFilterID); _Sharpness = material.GetFloat(_SharpnessID); _VertexOffsetX = material.GetFloat(_VertexOffsetXID); _VertexOffsetY = material.GetFloat(_VertexOffsetYID); _ClipRect = material.GetVector(_ClipRectID); _ClipRectRadii = material.GetVector(_ClipRectRadiiID); _MaskSoftnessX = material.GetFloat(_MaskSoftnessXID); _MaskSoftnessY = material.GetFloat(_MaskSoftnessYID); _StencilComp = material.GetFloat(_StencilCompID); _Stencil = material.GetFloat(_StencilID); _StencilOp = material.GetFloat(_StencilOpID); _StencilWriteMask = material.GetFloat(_StencilWriteMaskID); _StencilReadMask = material.GetFloat(_StencilReadMaskID); _CullMode = material.GetFloat(_CullModeID); _ColorMask = material.GetFloat(_ColorMaskID); _ZWrite = material.GetFloat(_ZWriteID); _ZTest = material.GetFloat(_ZTestID); _SrcBlend = material.GetFloat(_SrcBlendID); _DstBlend = material.GetFloat(_DstBlendID); _SrcBlendAlpha = material.GetFloat(_SrcBlendAlphaID); _DstBlendAlpha = material.GetFloat(_DstBlendAlphaID); } /// public override void ApplyToMaterial(Material material) { material.SetColor(_FaceColorID, _FaceColor); material.SetFloat(_FaceDilateID, _FaceDilate); material.SetColor(_OutlineColorID, _OutlineColor); material.SetFloat(_OutlineWidthID, _OutlineWidth); material.SetFloat(_OutlineSoftnessID, _OutlineSoftness); material.SetColor(_UnderlayColorID, _UnderlayColor); material.SetFloat(_UnderlayOffsetXID, _UnderlayOffsetX); material.SetFloat(_UnderlayOffsetYID, _UnderlayOffsetY); material.SetFloat(_UnderlayDilateID, _UnderlayDilate); material.SetFloat(_UnderlaySoftnessID, _UnderlaySoftness); material.SetFloat(_WeightNormalID, _WeightNormal); material.SetFloat(_WeightBoldID, _WeightBold); material.SetFloat(_ShaderFlagsID, _ShaderFlags); material.SetFloat(_ScaleRatioAID, _ScaleRatioA); material.SetFloat(_ScaleRatioBID, _ScaleRatioB); material.SetFloat(_ScaleRatioCID, _ScaleRatioC); material.SetTexture(_MainTexID, (Texture2D)_MainTex); material.SetFloat(_TextureWidthID, _TextureWidth); material.SetFloat(_TextureHeightID, _TextureHeight); material.SetFloat(_GradientScaleID, _GradientScale); material.SetFloat(_ScaleXID, _ScaleX); material.SetFloat(_ScaleYID, _ScaleY); material.SetFloat(_PerspectiveFilterID, _PerspectiveFilter); material.SetFloat(_SharpnessID, _Sharpness); material.SetFloat(_VertexOffsetXID, _VertexOffsetX); material.SetFloat(_VertexOffsetYID, _VertexOffsetY); material.SetVector(_ClipRectID, _ClipRect); material.SetVector(_ClipRectRadiiID, _ClipRectRadii); material.SetFloat(_MaskSoftnessXID, _MaskSoftnessX); material.SetFloat(_MaskSoftnessYID, _MaskSoftnessY); material.SetFloat(_StencilCompID, _StencilComp); material.SetFloat(_StencilID, _Stencil); material.SetFloat(_StencilOpID, _StencilOp); material.SetFloat(_StencilWriteMaskID, _StencilWriteMask); material.SetFloat(_StencilReadMaskID, _StencilReadMask); material.SetFloat(_CullModeID, _CullMode); material.SetFloat(_ColorMaskID, _ColorMask); material.SetFloat(_ZWriteID, _ZWrite); material.SetFloat(_ZTestID, _ZTest); material.SetFloat(_SrcBlendID, _SrcBlend); material.SetFloat(_DstBlendID, _DstBlend); material.SetFloat(_SrcBlendAlphaID, _SrcBlendAlpha); material.SetFloat(_DstBlendAlphaID, _DstBlendAlpha); } /// public override string GetTargetShaderName() { return "Graphics Tools/Text Mesh Pro"; } } }