// 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 CanvasMaterialAnimatorCanvasQuadGlow : CanvasMaterialAnimatorBase
{
[Header("Color")]
///
/// Shader property.
/// ;
public Color _Color_ = Color.white;
///
/// Shader property ID.
///
public static int _Color_ID = Shader.PropertyToID("_Color_");
[Header("Shape")]
///
/// Shader property.
/// ;
public float _Radius_ = 0.5f;
///
/// Shader property ID.
///
public static int _Radius_ID = Shader.PropertyToID("_Radius_");
///
/// Shader property.
/// ;
public float _Fixed_Radius_ = 0f;
///
/// Shader property ID.
///
public static int _Fixed_Radius_ID = Shader.PropertyToID("_Fixed_Radius_");
///
/// Shader property.
/// ;
public float _Fixed_Unit_Multiplier_ = 1000f;
///
/// Shader property ID.
///
public static int _Fixed_Unit_Multiplier_ID = Shader.PropertyToID("_Fixed_Unit_Multiplier_");
///
/// Shader property.
/// ;
[Range(0f, 4f)] public float _Filter_Width_ = 2f;
///
/// Shader property ID.
///
public static int _Filter_Width_ID = Shader.PropertyToID("_Filter_Width_");
[Header("Glow")]
///
/// Shader property.
/// ;
[Range(0.01f, 0.99f)] public float _Glow_Fraction_ = 0.5f;
///
/// Shader property ID.
///
public static int _Glow_Fraction_ID = Shader.PropertyToID("_Glow_Fraction_");
///
/// Shader property.
/// ;
[Range(0f, 1f)] public float _Glow_Max_ = 0.5f;
///
/// Shader property ID.
///
public static int _Glow_Max_ID = Shader.PropertyToID("_Glow_Max_");
///
/// Shader property.
/// ;
[Range(0f, 5f)] public float _Glow_Falloff_ = 2f;
///
/// Shader property ID.
///
public static int _Glow_Falloff_ID = Shader.PropertyToID("_Glow_Falloff_");
[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 = 0f;
///
/// 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)
{
_Color_ = material.GetColor(_Color_ID);
_Radius_ = material.GetFloat(_Radius_ID);
_Fixed_Radius_ = material.GetFloat(_Fixed_Radius_ID);
_Fixed_Unit_Multiplier_ = material.GetFloat(_Fixed_Unit_Multiplier_ID);
_Filter_Width_ = material.GetFloat(_Filter_Width_ID);
_Glow_Fraction_ = material.GetFloat(_Glow_Fraction_ID);
_Glow_Max_ = material.GetFloat(_Glow_Max_ID);
_Glow_Falloff_ = material.GetFloat(_Glow_Falloff_ID);
_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(_Color_ID, _Color_);
material.SetFloat(_Radius_ID, _Radius_);
material.SetFloat(_Fixed_Radius_ID, _Fixed_Radius_);
material.SetFloat(_Fixed_Unit_Multiplier_ID, _Fixed_Unit_Multiplier_);
material.SetFloat(_Filter_Width_ID, _Filter_Width_);
material.SetFloat(_Glow_Fraction_ID, _Glow_Fraction_);
material.SetFloat(_Glow_Max_ID, _Glow_Max_);
material.SetFloat(_Glow_Falloff_ID, _Glow_Falloff_);
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/Quad Glow";
}
}
}