// 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 CanvasMaterialAnimatorGraphicsToolsWireframe : CanvasMaterialAnimatorBase { /// /// Shader property. /// ; public Color _BaseColor = Color.white; /// /// Shader property ID. /// public static int _BaseColorID = Shader.PropertyToID("_BaseColor"); /// /// Shader property. /// ; public Color _WireColor = Color.white; /// /// Shader property ID. /// public static int _WireColorID = Shader.PropertyToID("_WireColor"); /// /// Shader property. /// ; [Range(0f, 800f)] public float _WireThickness = 100f; /// /// Shader property ID. /// public static int _WireThicknessID = Shader.PropertyToID("_WireThickness"); /// /// Shader property. /// ; public float _Mode = 0f; /// /// Shader property ID. /// public static int _ModeID = Shader.PropertyToID("_Mode"); /// /// Shader property. /// ; public float _CustomMode = 0f; /// /// 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 = 0f; /// /// Shader property ID. /// public static int _DstBlendID = Shader.PropertyToID("_DstBlend"); /// /// Shader property. /// ; public float _SrcBlendAlpha = 1f; /// /// Shader property ID. /// public static int _SrcBlendAlphaID = Shader.PropertyToID("_SrcBlendAlpha"); /// /// Shader property. /// ; public float _DstBlendAlpha = 1f; /// /// Shader property ID. /// public static int _DstBlendAlphaID = Shader.PropertyToID("_DstBlendAlpha"); /// /// 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 = 1f; /// /// Shader property ID. /// public static int _ZWriteID = Shader.PropertyToID("_ZWrite"); /// /// Shader property. /// ; public float _ZOffsetFactor = 50f; /// /// Shader property ID. /// public static int _ZOffsetFactorID = Shader.PropertyToID("_ZOffsetFactor"); /// /// Shader property. /// ; public float _ZOffsetUnits = 100f; /// /// Shader property ID. /// public static int _ZOffsetUnitsID = Shader.PropertyToID("_ZOffsetUnits"); /// /// Shader property. /// ; public float _ColorWriteMask = 15f; /// /// Shader property ID. /// public static int _ColorWriteMaskID = Shader.PropertyToID("_ColorWriteMask"); /// /// Shader property. /// ; public float _CullMode = 2f; /// /// 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"); /// public override void InitializeFromMaterial(Material material) { _BaseColor = material.GetColor(_BaseColorID); _WireColor = material.GetColor(_WireColorID); _WireThickness = material.GetFloat(_WireThicknessID); _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); _ColorWriteMask = material.GetFloat(_ColorWriteMaskID); _CullMode = material.GetFloat(_CullModeID); _RenderQueueOverride = material.GetFloat(_RenderQueueOverrideID); } /// public override void ApplyToMaterial(Material material) { material.SetColor(_BaseColorID, _BaseColor); material.SetColor(_WireColorID, _WireColor); material.SetFloat(_WireThicknessID, _WireThickness); 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(_ColorWriteMaskID, _ColorWriteMask); material.SetFloat(_CullModeID, _CullMode); material.SetFloat(_RenderQueueOverrideID, _RenderQueueOverride); } /// public override string GetTargetShaderName() { return "Graphics Tools/Wireframe"; } } }