// 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 CanvasMaterialAnimatorCanvasBeveled : CanvasMaterialAnimatorBase { [Header("Sun")] /// /// Shader property. /// ; [Range(0f, 2f)] public float _Sun_Intensity_ = 0.75f; /// /// Shader property ID. /// public static int _Sun_Intensity_ID = Shader.PropertyToID("_Sun_Intensity_"); /// /// Shader property. /// ; [Range(0f, 1f)] public float _Sun_Theta_ = 0.73f; /// /// Shader property ID. /// public static int _Sun_Theta_ID = Shader.PropertyToID("_Sun_Theta_"); /// /// Shader property. /// ; [Range(0f, 1f)] public float _Sun_Phi_ = 0.48f; /// /// Shader property ID. /// public static int _Sun_Phi_ID = Shader.PropertyToID("_Sun_Phi_"); /// /// Shader property. /// ; [Range(0f, 1f)] public float _Indirect_Diffuse_ = 0.51f; /// /// Shader property ID. /// public static int _Indirect_Diffuse_ID = Shader.PropertyToID("_Indirect_Diffuse_"); [Header("Diffuse And Specular")] /// /// Shader property. /// ; public Color _Albedo_ = Color.white; /// /// Shader property ID. /// public static int _Albedo_ID = Shader.PropertyToID("_Albedo_"); /// /// Shader property. /// ; [Range(0f, 5f)] public float _Specular_ = 0f; /// /// Shader property ID. /// public static int _Specular_ID = Shader.PropertyToID("_Specular_"); /// /// Shader property. /// ; [Range(0f, 10f)] public float _Shininess_ = 10f; /// /// Shader property ID. /// public static int _Shininess_ID = Shader.PropertyToID("_Shininess_"); /// /// Shader property. /// ; [Range(0f, 1f)] public float _Sharpness_ = 0f; /// /// Shader property ID. /// public static int _Sharpness_ID = Shader.PropertyToID("_Sharpness_"); /// /// Shader property. /// ; [Range(0f, 1f)] public float _Subsurface_ = 0f; /// /// Shader property ID. /// public static int _Subsurface_ID = Shader.PropertyToID("_Subsurface_"); [Header("Reflection")] /// /// Shader property. /// ; [Range(0f, 2f)] public float _Reflection_ = 0f; /// /// Shader property ID. /// public static int _Reflection_ID = Shader.PropertyToID("_Reflection_"); /// /// Shader property. /// ; public float _Fresnel_Disabled_ = 0f; /// /// Shader property ID. /// public static int _Fresnel_Disabled_ID = Shader.PropertyToID("_Fresnel_Disabled_"); /// /// Shader property. /// ; [Range(0f, 1f)] public float _Front_Reflect_ = 0f; /// /// Shader property ID. /// public static int _Front_Reflect_ID = Shader.PropertyToID("_Front_Reflect_"); /// /// Shader property. /// ; [Range(0f, 1f)] public float _Edge_Reflect_ = 1f; /// /// Shader property ID. /// public static int _Edge_Reflect_ID = Shader.PropertyToID("_Edge_Reflect_"); /// /// Shader property. /// ; [Range(0f, 10f)] public float _Power_ = 1f; /// /// Shader property ID. /// public static int _Power_ID = Shader.PropertyToID("_Power_"); [Header("Sky Environment")] /// /// Shader property. /// ; public float _Sky_Enabled_ = 1f; /// /// Shader property ID. /// public static int _Sky_Enabled_ID = Shader.PropertyToID("_Sky_Enabled_"); /// /// Shader property. /// ; public Color _Sky_Color_ = Color.white; /// /// Shader property ID. /// public static int _Sky_Color_ID = Shader.PropertyToID("_Sky_Color_"); /// /// Shader property. /// ; public Color _Horizon_Color_ = Color.white; /// /// Shader property ID. /// public static int _Horizon_Color_ID = Shader.PropertyToID("_Horizon_Color_"); /// /// Shader property. /// ; public Color _Ground_Color_ = Color.white; /// /// Shader property ID. /// public static int _Ground_Color_ID = Shader.PropertyToID("_Ground_Color_"); /// /// Shader property. /// ; [Range(0f, 10f)] public float _Horizon_Power_ = 1f; /// /// Shader property ID. /// public static int _Horizon_Power_ID = Shader.PropertyToID("_Horizon_Power_"); [Header("Mapped Environment")] /// /// Shader property. /// ; public float _Mapped_Environment_Enabled_ = 0f; /// /// Shader property ID. /// public static int _Mapped_Environment_Enabled_ID = Shader.PropertyToID("_Mapped_Environment_Enabled_"); /// /// Shader property. /// ; public Cubemap _Reflection_Map_ = null; /// /// Shader property ID. /// public static int _Reflection_Map_ID = Shader.PropertyToID("_Reflection_Map_"); /// /// Shader property. /// ; public Cubemap _Indirect_Environment_ = null; /// /// Shader property ID. /// public static int _Indirect_Environment_ID = Shader.PropertyToID("_Indirect_Environment_"); [Header("Decal Texture")] /// /// Shader property. /// ; public float _Decal_Enable_ = 0f; /// /// Shader property ID. /// public static int _Decal_Enable_ID = Shader.PropertyToID("_Decal_Enable_"); /// /// Shader property. /// ; public Texture2D _Decal_ = null; /// /// Shader property ID. /// public static int _Decal_ID = Shader.PropertyToID("_Decal_"); /// /// Shader property. /// ; public Vector4 _Decal_Scale_XY_ = Vector4.zero; /// /// Shader property ID. /// public static int _Decal_Scale_XY_ID = Shader.PropertyToID("_Decal_Scale_XY_"); /// /// Shader property. /// ; public float _Decal_Front_Only_ = 1f; /// /// Shader property ID. /// public static int _Decal_Front_Only_ID = Shader.PropertyToID("_Decal_Front_Only_"); [Header("Iridescence")] /// /// Shader property. /// ; public float _Iridescence_Enabled_ = 0f; /// /// Shader property ID. /// public static int _Iridescence_Enabled_ID = Shader.PropertyToID("_Iridescence_Enabled_"); /// /// 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. /// ; public Texture2D _Iridescence_Texture_ = null; /// /// Shader property ID. /// public static int _Iridescence_Texture_ID = Shader.PropertyToID("_Iridescence_Texture_"); [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"); [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"); /// /// 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) { _Sun_Intensity_ = material.GetFloat(_Sun_Intensity_ID); _Sun_Theta_ = material.GetFloat(_Sun_Theta_ID); _Sun_Phi_ = material.GetFloat(_Sun_Phi_ID); _Indirect_Diffuse_ = material.GetFloat(_Indirect_Diffuse_ID); _Albedo_ = material.GetColor(_Albedo_ID); _Specular_ = material.GetFloat(_Specular_ID); _Shininess_ = material.GetFloat(_Shininess_ID); _Sharpness_ = material.GetFloat(_Sharpness_ID); _Subsurface_ = material.GetFloat(_Subsurface_ID); _Reflection_ = material.GetFloat(_Reflection_ID); _Fresnel_Disabled_ = material.GetFloat(_Fresnel_Disabled_ID); _Front_Reflect_ = material.GetFloat(_Front_Reflect_ID); _Edge_Reflect_ = material.GetFloat(_Edge_Reflect_ID); _Power_ = material.GetFloat(_Power_ID); _Sky_Enabled_ = material.GetFloat(_Sky_Enabled_ID); _Sky_Color_ = material.GetColor(_Sky_Color_ID); _Horizon_Color_ = material.GetColor(_Horizon_Color_ID); _Ground_Color_ = material.GetColor(_Ground_Color_ID); _Horizon_Power_ = material.GetFloat(_Horizon_Power_ID); _Mapped_Environment_Enabled_ = material.GetFloat(_Mapped_Environment_Enabled_ID); _Reflection_Map_ = (Cubemap)material.GetTexture(_Reflection_Map_ID); _Indirect_Environment_ = (Cubemap)material.GetTexture(_Indirect_Environment_ID); _Decal_Enable_ = material.GetFloat(_Decal_Enable_ID); _Decal_ = (Texture2D)material.GetTexture(_Decal_ID); _Decal_Scale_XY_ = material.GetVector(_Decal_Scale_XY_ID); _Decal_Front_Only_ = material.GetFloat(_Decal_Front_Only_ID); _Iridescence_Enabled_ = material.GetFloat(_Iridescence_Enabled_ID); _Iridescence_Intensity_ = material.GetFloat(_Iridescence_Intensity_ID); _Iridescence_Texture_ = (Texture2D)material.GetTexture(_Iridescence_Texture_ID); _ZTest = material.GetFloat(_ZTestID); _ZWrite = material.GetFloat(_ZWriteID); _StencilReference = material.GetFloat(_StencilReferenceID); _StencilComparison = material.GetFloat(_StencilComparisonID); _StencilOperation = material.GetFloat(_StencilOperationID); _MainTex = (Texture2D)material.GetTexture(_MainTexID); _ClipRect = material.GetVector(_ClipRectID); _ClipRectRadii = material.GetVector(_ClipRectRadiiID); } /// public override void ApplyToMaterial(Material material) { material.SetFloat(_Sun_Intensity_ID, _Sun_Intensity_); material.SetFloat(_Sun_Theta_ID, _Sun_Theta_); material.SetFloat(_Sun_Phi_ID, _Sun_Phi_); material.SetFloat(_Indirect_Diffuse_ID, _Indirect_Diffuse_); material.SetColor(_Albedo_ID, _Albedo_); material.SetFloat(_Specular_ID, _Specular_); material.SetFloat(_Shininess_ID, _Shininess_); material.SetFloat(_Sharpness_ID, _Sharpness_); material.SetFloat(_Subsurface_ID, _Subsurface_); material.SetFloat(_Reflection_ID, _Reflection_); material.SetFloat(_Fresnel_Disabled_ID, _Fresnel_Disabled_); material.SetFloat(_Front_Reflect_ID, _Front_Reflect_); material.SetFloat(_Edge_Reflect_ID, _Edge_Reflect_); material.SetFloat(_Power_ID, _Power_); material.SetFloat(_Sky_Enabled_ID, _Sky_Enabled_); material.SetColor(_Sky_Color_ID, _Sky_Color_); material.SetColor(_Horizon_Color_ID, _Horizon_Color_); material.SetColor(_Ground_Color_ID, _Ground_Color_); material.SetFloat(_Horizon_Power_ID, _Horizon_Power_); material.SetFloat(_Mapped_Environment_Enabled_ID, _Mapped_Environment_Enabled_); material.SetTexture(_Reflection_Map_ID, (Cubemap)_Reflection_Map_); material.SetTexture(_Indirect_Environment_ID, (Cubemap)_Indirect_Environment_); material.SetFloat(_Decal_Enable_ID, _Decal_Enable_); material.SetTexture(_Decal_ID, (Texture2D)_Decal_); material.SetVector(_Decal_Scale_XY_ID, _Decal_Scale_XY_); material.SetFloat(_Decal_Front_Only_ID, _Decal_Front_Only_); material.SetFloat(_Iridescence_Enabled_ID, _Iridescence_Enabled_); material.SetFloat(_Iridescence_Intensity_ID, _Iridescence_Intensity_); material.SetTexture(_Iridescence_Texture_ID, (Texture2D)_Iridescence_Texture_); material.SetFloat(_ZTestID, _ZTest); material.SetFloat(_ZWriteID, _ZWrite); material.SetFloat(_StencilReferenceID, _StencilReference); material.SetFloat(_StencilComparisonID, _StencilComparison); material.SetFloat(_StencilOperationID, _StencilOperation); material.SetTexture(_MainTexID, (Texture2D)_MainTex); material.SetVector(_ClipRectID, _ClipRect); material.SetVector(_ClipRectRadiiID, _ClipRectRadii); } /// public override string GetTargetShaderName() { return "Graphics Tools/Canvas/Beveled"; } } }