// 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";
}
}
}