// 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";
}
}
}