// 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 CanvasMaterialAnimatorCanvasBackplate : CanvasMaterialAnimatorBase
{
[Header("Round Rect")]
///
/// Shader property.
/// ;
public Color _Base_Color_ = Color.white;
///
/// Shader property ID.
///
public static int _Base_Color_ID = Shader.PropertyToID("_Base_Color_");
///
/// Shader property.
/// ;
public float _Line_Disabled_ = 0f;
///
/// Shader property ID.
///
public static int _Line_Disabled_ID = Shader.PropertyToID("_Line_Disabled_");
///
/// Shader property.
/// ;
[Range(0f, 10f)] public float _Line_Width_ = 1f;
///
/// Shader property ID.
///
public static int _Line_Width_ID = Shader.PropertyToID("_Line_Width_");
///
/// Shader property.
/// ;
public Color _Line_Color_ = Color.white;
///
/// Shader property ID.
///
public static int _Line_Color_ID = Shader.PropertyToID("_Line_Color_");
///
/// Shader property.
/// ;
[Range(0f, 4f)] public float _Filter_Width_ = 1f;
///
/// Shader property ID.
///
public static int _Filter_Width_ID = Shader.PropertyToID("_Filter_Width_");
[Header("Line Highlight")]
///
/// Shader property.
/// ;
[Range(0f, 1f)] public float _Rate_ = 0f;
///
/// Shader property ID.
///
public static int _Rate_ID = Shader.PropertyToID("_Rate_");
///
/// Shader property.
/// ;
public Color _Highlight_Color_ = Color.white;
///
/// Shader property ID.
///
public static int _Highlight_Color_ID = Shader.PropertyToID("_Highlight_Color_");
///
/// Shader property.
/// ;
[Range(0f, 2f)] public float _Highlight_Width_ = 0.25f;
///
/// Shader property ID.
///
public static int _Highlight_Width_ID = Shader.PropertyToID("_Highlight_Width_");
///
/// Shader property.
/// ;
public Vector4 _Highlight_Transform_ = Vector4.zero;
///
/// Shader property ID.
///
public static int _Highlight_Transform_ID = Shader.PropertyToID("_Highlight_Transform_");
///
/// Shader property.
/// ;
[Range(0f, 1f)] public float _Highlight_ = 1f;
///
/// Shader property ID.
///
public static int _Highlight_ID = Shader.PropertyToID("_Highlight_");
[Header("Iridescence")]
///
/// Shader property.
/// ;
public float _Iridescence_Enable_ = 1f;
///
/// Shader property ID.
///
public static int _Iridescence_Enable_ID = Shader.PropertyToID("_Iridescence_Enable_");
///
/// Shader property.
/// ;
[Range(0f, 1f)] public float _Iridescence_Intensity_ = 0f;
///
/// Shader property ID.
///
public static int _Iridescence_Intensity_ID = Shader.PropertyToID("_Iridescence_Intensity_");
///
/// Shader property.
/// ;
[Range(0f, 1f)] public float _Iridescence_Edge_Intensity_ = 0.56f;
///
/// Shader property ID.
///
public static int _Iridescence_Edge_Intensity_ID = Shader.PropertyToID("_Iridescence_Edge_Intensity_");
///
/// Shader property.
/// ;
public Color _Iridescence_Tint_ = Color.white;
///
/// Shader property ID.
///
public static int _Iridescence_Tint_ID = Shader.PropertyToID("_Iridescence_Tint_");
///
/// Shader property.
/// ;
public Texture2D _Iridescent_Map_ = null;
///
/// Shader property ID.
///
public static int _Iridescent_Map_ID = Shader.PropertyToID("_Iridescent_Map_");
///
/// Shader property.
/// ;
[Range(0f, 10f)] public float _Frequency_ = 1f;
///
/// Shader property ID.
///
public static int _Frequency_ID = Shader.PropertyToID("_Frequency_");
///
/// Shader property.
/// ;
[Range(0f, 2f)] public float _Vertical_Offset_ = 0f;
///
/// Shader property ID.
///
public static int _Vertical_Offset_ID = Shader.PropertyToID("_Vertical_Offset_");
///
/// Shader property.
/// ;
public float _Orthographic_Distance_ = 400f;
///
/// Shader property ID.
///
public static int _Orthographic_Distance_ID = Shader.PropertyToID("_Orthographic_Distance_");
[Header("Gradient")]
///
/// Shader property.
/// ;
public float _Gradient_Disabled_ = 0f;
///
/// Shader property ID.
///
public static int _Gradient_Disabled_ID = Shader.PropertyToID("_Gradient_Disabled_");
///
/// Shader property.
/// ;
public Color _Gradient_Color_ = Color.white;
///
/// Shader property ID.
///
public static int _Gradient_Color_ID = Shader.PropertyToID("_Gradient_Color_");
///
/// Shader property.
/// ;
public Color _Top_Left_ = Color.white;
///
/// Shader property ID.
///
public static int _Top_Left_ID = Shader.PropertyToID("_Top_Left_");
///
/// Shader property.
/// ;
public Color _Top_Right_ = Color.white;
///
/// Shader property ID.
///
public static int _Top_Right_ID = Shader.PropertyToID("_Top_Right_");
///
/// Shader property.
/// ;
public Color _Bottom_Left_ = Color.white;
///
/// Shader property ID.
///
public static int _Bottom_Left_ID = Shader.PropertyToID("_Bottom_Left_");
///
/// Shader property.
/// ;
public Color _Bottom_Right_ = Color.white;
///
/// Shader property ID.
///
public static int _Bottom_Right_ID = Shader.PropertyToID("_Bottom_Right_");
///
/// Shader property.
/// ;
public float _Edge_Only_ = 0f;
///
/// Shader property ID.
///
public static int _Edge_Only_ID = Shader.PropertyToID("_Edge_Only_");
///
/// Shader property.
/// ;
[Range(0f, 1f)] public float _Line_Gradient_Blend_ = 0.36f;
///
/// Shader property ID.
///
public static int _Line_Gradient_Blend_ID = Shader.PropertyToID("_Line_Gradient_Blend_");
[Header("Fade")]
///
/// Shader property.
/// ;
[Range(0f, 1f)] public float _Fade_Out_ = 1f;
///
/// Shader property ID.
///
public static int _Fade_Out_ID = Shader.PropertyToID("_Fade_Out_");
[Header("Antialiasing")]
///
/// Shader property.
/// ;
public float _Smooth_Edges_ = 0f;
///
/// Shader property ID.
///
public static int _Smooth_Edges_ID = Shader.PropertyToID("_Smooth_Edges_");
[Header("Occlusion")]
///
/// Shader property.
/// ;
[Range(0f, 1f)] public float _Occluded_Intensity_ = 1f;
///
/// Shader property ID.
///
public static int _Occluded_Intensity_ID = Shader.PropertyToID("_Occluded_Intensity_");
///
/// Shader property.
/// ;
public Texture2D _OccludedTex = null;
///
/// Shader property ID.
///
public static int _OccludedTexID = Shader.PropertyToID("_OccludedTex");
///
/// Shader property.
/// ;
public Color _OccludedColor = Color.white;
///
/// Shader property ID.
///
public static int _OccludedColorID = Shader.PropertyToID("_OccludedColor");
///
/// Shader property.
/// ;
public float _GridScale = 0.02f;
///
/// Shader property ID.
///
public static int _GridScaleID = Shader.PropertyToID("_GridScale");
[Header("Blending")]
///
/// 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");
[Header("Stencil")]
///
/// Shader property.
/// ;
[Range(0f, 255f)] public float _StencilReference = 0f;
///
/// Shader property ID.
///
public static int _StencilReferenceID = Shader.PropertyToID("_StencilReference");
///
/// Shader property.
/// ;
public float _StencilComparison = 0f;
///
/// Shader property ID.
///
public static int _StencilComparisonID = Shader.PropertyToID("_StencilComparison");
///
/// Shader property.
/// ;
public float _StencilOperation = 0f;
///
/// Shader property ID.
///
public static int _StencilOperationID = Shader.PropertyToID("_StencilOperation");
[Header("Depth")]
///
/// 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 Texture2D _MainTex = null;
///
/// Shader property ID.
///
public static int _MainTexID = Shader.PropertyToID("_MainTex");
///
/// 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)
{
_Base_Color_ = material.GetColor(_Base_Color_ID);
_Line_Disabled_ = material.GetFloat(_Line_Disabled_ID);
_Line_Width_ = material.GetFloat(_Line_Width_ID);
_Line_Color_ = material.GetColor(_Line_Color_ID);
_Filter_Width_ = material.GetFloat(_Filter_Width_ID);
_Rate_ = material.GetFloat(_Rate_ID);
_Highlight_Color_ = material.GetColor(_Highlight_Color_ID);
_Highlight_Width_ = material.GetFloat(_Highlight_Width_ID);
_Highlight_Transform_ = material.GetVector(_Highlight_Transform_ID);
_Highlight_ = material.GetFloat(_Highlight_ID);
_Iridescence_Enable_ = material.GetFloat(_Iridescence_Enable_ID);
_Iridescence_Intensity_ = material.GetFloat(_Iridescence_Intensity_ID);
_Iridescence_Edge_Intensity_ = material.GetFloat(_Iridescence_Edge_Intensity_ID);
_Iridescence_Tint_ = material.GetColor(_Iridescence_Tint_ID);
_Iridescent_Map_ = (Texture2D)material.GetTexture(_Iridescent_Map_ID);
_Frequency_ = material.GetFloat(_Frequency_ID);
_Vertical_Offset_ = material.GetFloat(_Vertical_Offset_ID);
_Orthographic_Distance_ = material.GetFloat(_Orthographic_Distance_ID);
_Gradient_Disabled_ = material.GetFloat(_Gradient_Disabled_ID);
_Gradient_Color_ = material.GetColor(_Gradient_Color_ID);
_Top_Left_ = material.GetColor(_Top_Left_ID);
_Top_Right_ = material.GetColor(_Top_Right_ID);
_Bottom_Left_ = material.GetColor(_Bottom_Left_ID);
_Bottom_Right_ = material.GetColor(_Bottom_Right_ID);
_Edge_Only_ = material.GetFloat(_Edge_Only_ID);
_Line_Gradient_Blend_ = material.GetFloat(_Line_Gradient_Blend_ID);
_Fade_Out_ = material.GetFloat(_Fade_Out_ID);
_Smooth_Edges_ = material.GetFloat(_Smooth_Edges_ID);
_Occluded_Intensity_ = material.GetFloat(_Occluded_Intensity_ID);
_OccludedTex = (Texture2D)material.GetTexture(_OccludedTexID);
_OccludedColor = material.GetColor(_OccludedColorID);
_GridScale = material.GetFloat(_GridScaleID);
_SrcBlend = material.GetFloat(_SrcBlendID);
_DstBlend = material.GetFloat(_DstBlendID);
_SrcBlendAlpha = material.GetFloat(_SrcBlendAlphaID);
_DstBlendAlpha = material.GetFloat(_DstBlendAlphaID);
_StencilReference = material.GetFloat(_StencilReferenceID);
_StencilComparison = material.GetFloat(_StencilComparisonID);
_StencilOperation = material.GetFloat(_StencilOperationID);
_ZTest = material.GetFloat(_ZTestID);
_ZWrite = material.GetFloat(_ZWriteID);
_MainTex = (Texture2D)material.GetTexture(_MainTexID);
_ClipRect = material.GetVector(_ClipRectID);
_ClipRectRadii = material.GetVector(_ClipRectRadiiID);
}
///
public override void ApplyToMaterial(Material material)
{
material.SetColor(_Base_Color_ID, _Base_Color_);
material.SetFloat(_Line_Disabled_ID, _Line_Disabled_);
material.SetFloat(_Line_Width_ID, _Line_Width_);
material.SetColor(_Line_Color_ID, _Line_Color_);
material.SetFloat(_Filter_Width_ID, _Filter_Width_);
material.SetFloat(_Rate_ID, _Rate_);
material.SetColor(_Highlight_Color_ID, _Highlight_Color_);
material.SetFloat(_Highlight_Width_ID, _Highlight_Width_);
material.SetVector(_Highlight_Transform_ID, _Highlight_Transform_);
material.SetFloat(_Highlight_ID, _Highlight_);
material.SetFloat(_Iridescence_Enable_ID, _Iridescence_Enable_);
material.SetFloat(_Iridescence_Intensity_ID, _Iridescence_Intensity_);
material.SetFloat(_Iridescence_Edge_Intensity_ID, _Iridescence_Edge_Intensity_);
material.SetColor(_Iridescence_Tint_ID, _Iridescence_Tint_);
material.SetTexture(_Iridescent_Map_ID, (Texture2D)_Iridescent_Map_);
material.SetFloat(_Frequency_ID, _Frequency_);
material.SetFloat(_Vertical_Offset_ID, _Vertical_Offset_);
material.SetFloat(_Orthographic_Distance_ID, _Orthographic_Distance_);
material.SetFloat(_Gradient_Disabled_ID, _Gradient_Disabled_);
material.SetColor(_Gradient_Color_ID, _Gradient_Color_);
material.SetColor(_Top_Left_ID, _Top_Left_);
material.SetColor(_Top_Right_ID, _Top_Right_);
material.SetColor(_Bottom_Left_ID, _Bottom_Left_);
material.SetColor(_Bottom_Right_ID, _Bottom_Right_);
material.SetFloat(_Edge_Only_ID, _Edge_Only_);
material.SetFloat(_Line_Gradient_Blend_ID, _Line_Gradient_Blend_);
material.SetFloat(_Fade_Out_ID, _Fade_Out_);
material.SetFloat(_Smooth_Edges_ID, _Smooth_Edges_);
material.SetFloat(_Occluded_Intensity_ID, _Occluded_Intensity_);
material.SetTexture(_OccludedTexID, (Texture2D)_OccludedTex);
material.SetColor(_OccludedColorID, _OccludedColor);
material.SetFloat(_GridScaleID, _GridScale);
material.SetFloat(_SrcBlendID, _SrcBlend);
material.SetFloat(_DstBlendID, _DstBlend);
material.SetFloat(_SrcBlendAlphaID, _SrcBlendAlpha);
material.SetFloat(_DstBlendAlphaID, _DstBlendAlpha);
material.SetFloat(_StencilReferenceID, _StencilReference);
material.SetFloat(_StencilComparisonID, _StencilComparison);
material.SetFloat(_StencilOperationID, _StencilOperation);
material.SetFloat(_ZTestID, _ZTest);
material.SetFloat(_ZWriteID, _ZWrite);
material.SetTexture(_MainTexID, (Texture2D)_MainTex);
material.SetVector(_ClipRectID, _ClipRect);
material.SetVector(_ClipRectRadiiID, _ClipRectRadii);
}
///
public override string GetTargetShaderName()
{
return "Graphics Tools/Canvas/Backplate";
}
}
}