// 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 CanvasMaterialAnimatorCanvasProgressBar : CanvasMaterialAnimatorBase { [Header("Bar")] /// /// Shader property. /// ; public Color _Back_Color_ = Color.white; /// /// Shader property ID. /// public static int _Back_Color_ID = Shader.PropertyToID("_Back_Color_"); /// /// Shader property. /// ; public Color _Fill_1_ = Color.white; /// /// Shader property ID. /// public static int _Fill_1_ID = Shader.PropertyToID("_Fill_1_"); /// /// Shader property. /// ; public Color _Fill_2_ = Color.white; /// /// Shader property ID. /// public static int _Fill_2_ID = Shader.PropertyToID("_Fill_2_"); /// /// Shader property. /// ; [Range(0f, 1f)] public float _Filled_Fraction_ = 0.2f; /// /// Shader property ID. /// public static int _Filled_Fraction_ID = Shader.PropertyToID("_Filled_Fraction_"); [Header("Animation")] /// /// Shader property. /// ; public float _Cycle_ = 0f; /// /// Shader property ID. /// public static int _Cycle_ID = Shader.PropertyToID("_Cycle_"); /// /// Shader property. /// ; [Range(0f, 2f)] public float _Cycle_Rate_ = 0.7f; /// /// Shader property ID. /// public static int _Cycle_Rate_ID = Shader.PropertyToID("_Cycle_Rate_"); /// /// Shader property. /// ; [Range(0f, 1f)] public float _Rate_Vary_ = 0.5f; /// /// Shader property ID. /// public static int _Rate_Vary_ID = Shader.PropertyToID("_Rate_Vary_"); /// /// Shader property. /// ; [Range(0f, 1f)] public float _Fill_Vary_ = 0.7f; /// /// Shader property ID. /// public static int _Fill_Vary_ID = Shader.PropertyToID("_Fill_Vary_"); /// /// Shader property. /// ; public float _Period_ = 1f; /// /// Shader property ID. /// public static int _Period_ID = Shader.PropertyToID("_Period_"); /// /// Shader property. /// ; public float _Cycle_Offset_ = -0.3f; /// /// Shader property ID. /// public static int _Cycle_Offset_ID = Shader.PropertyToID("_Cycle_Offset_"); [Header("Blurred Background")] /// /// Shader property. /// ; public float _Blur_Circle_ = 0f; /// /// Shader property ID. /// public static int _Blur_Circle_ID = Shader.PropertyToID("_Blur_Circle_"); /// /// Shader property. /// ; public Texture2D _blurTexture = null; /// /// Shader property ID. /// public static int _blurTextureID = Shader.PropertyToID("_blurTexture"); /// /// Shader property. /// ; public Vector4 _BlurBackgroundRect = Vector4.zero; /// /// Shader property ID. /// public static int _BlurBackgroundRectID = Shader.PropertyToID("_BlurBackgroundRect"); [Header("Blending")] /// /// 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"); [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) { _Back_Color_ = material.GetColor(_Back_Color_ID); _Fill_1_ = material.GetColor(_Fill_1_ID); _Fill_2_ = material.GetColor(_Fill_2_ID); _Filled_Fraction_ = material.GetFloat(_Filled_Fraction_ID); _Cycle_ = material.GetFloat(_Cycle_ID); _Cycle_Rate_ = material.GetFloat(_Cycle_Rate_ID); _Rate_Vary_ = material.GetFloat(_Rate_Vary_ID); _Fill_Vary_ = material.GetFloat(_Fill_Vary_ID); _Period_ = material.GetFloat(_Period_ID); _Cycle_Offset_ = material.GetFloat(_Cycle_Offset_ID); _Blur_Circle_ = material.GetFloat(_Blur_Circle_ID); _blurTexture = (Texture2D)material.GetTexture(_blurTextureID); _BlurBackgroundRect = material.GetVector(_BlurBackgroundRectID); _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(_Back_Color_ID, _Back_Color_); material.SetColor(_Fill_1_ID, _Fill_1_); material.SetColor(_Fill_2_ID, _Fill_2_); material.SetFloat(_Filled_Fraction_ID, _Filled_Fraction_); material.SetFloat(_Cycle_ID, _Cycle_); material.SetFloat(_Cycle_Rate_ID, _Cycle_Rate_); material.SetFloat(_Rate_Vary_ID, _Rate_Vary_); material.SetFloat(_Fill_Vary_ID, _Fill_Vary_); material.SetFloat(_Period_ID, _Period_); material.SetFloat(_Cycle_Offset_ID, _Cycle_Offset_); material.SetFloat(_Blur_Circle_ID, _Blur_Circle_); material.SetTexture(_blurTextureID, (Texture2D)_blurTexture); material.SetVector(_BlurBackgroundRectID, _BlurBackgroundRect); 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/Progress Bar"; } } }