// 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";
}
}
}