// 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 CanvasMaterialAnimatorCanvasFrontplate : CanvasMaterialAnimatorBase
{
[Header("Round Rect")]
///
/// Shader property.
/// ;
public float _Radius_ = 0.3125f;
///
/// Shader property ID.
///
public static int _Radius_ID = Shader.PropertyToID("_Radius_");
///
/// Shader property.
/// ;
public float _Line_Width_ = 0.031f;
///
/// Shader property ID.
///
public static int _Line_Width_ID = Shader.PropertyToID("_Line_Width_");
///
/// Shader property.
/// ;
public float _Relative_To_Height_ = 1f;
///
/// Shader property ID.
///
public static int _Relative_To_Height_ID = Shader.PropertyToID("_Relative_To_Height_");
///
/// 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_ = 1.5f;
///
/// Shader property ID.
///
public static int _Filter_Width_ID = Shader.PropertyToID("_Filter_Width_");
///
/// Shader property.
/// ;
public Color _Edge_Color_ = Color.white;
///
/// Shader property ID.
///
public static int _Edge_Color_ID = Shader.PropertyToID("_Edge_Color_");
[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("Blob")]
///
/// Shader property.
/// ;
public float _Blob_Enable_ = 0f;
///
/// Shader property ID.
///
public static int _Blob_Enable_ID = Shader.PropertyToID("_Blob_Enable_");
///
/// Shader property.
/// ;
public Vector4 _Blob_Position_ = Vector4.zero;
///
/// Shader property ID.
///
public static int _Blob_Position_ID = Shader.PropertyToID("_Blob_Position_");
///
/// Shader property.
/// ;
[Range(0f, 3f)] public float _Blob_Intensity_ = 0.34f;
///
/// Shader property ID.
///
public static int _Blob_Intensity_ID = Shader.PropertyToID("_Blob_Intensity_");
///
/// Shader property.
/// ;
[Range(0f, 1f)] public float _Blob_Near_Size_ = 0.025f;
///
/// Shader property ID.
///
public static int _Blob_Near_Size_ID = Shader.PropertyToID("_Blob_Near_Size_");
///
/// Shader property.
/// ;
[Range(0f, 1f)] public float _Blob_Far_Size_ = 0.05f;
///
/// Shader property ID.
///
public static int _Blob_Far_Size_ID = Shader.PropertyToID("_Blob_Far_Size_");
///
/// Shader property.
/// ;
[Range(0f, 1f)] public float _Blob_Near_Distance_ = 0f;
///
/// Shader property ID.
///
public static int _Blob_Near_Distance_ID = Shader.PropertyToID("_Blob_Near_Distance_");
///
/// Shader property.
/// ;
[Range(0f, 1f)] public float _Blob_Far_Distance_ = 0.08f;
///
/// Shader property ID.
///
public static int _Blob_Far_Distance_ID = Shader.PropertyToID("_Blob_Far_Distance_");
///
/// Shader property.
/// ;
[Range(0f, 1f)] public float _Blob_Fade_Length_ = 0.08f;
///
/// Shader property ID.
///
public static int _Blob_Fade_Length_ID = Shader.PropertyToID("_Blob_Fade_Length_");
///
/// Shader property.
/// ;
[Range(0.001f, 1f)] public float _Blob_Inner_Fade_ = 0.01f;
///
/// Shader property ID.
///
public static int _Blob_Inner_Fade_ID = Shader.PropertyToID("_Blob_Inner_Fade_");
///
/// Shader property.
/// ;
[Range(0f, 1f)] public float _Blob_Pulse_ = 0f;
///
/// Shader property ID.
///
public static int _Blob_Pulse_ID = Shader.PropertyToID("_Blob_Pulse_");
///
/// Shader property.
/// ;
[Range(0f, 1f)] public float _Blob_Fade_ = 1f;
///
/// Shader property ID.
///
public static int _Blob_Fade_ID = Shader.PropertyToID("_Blob_Fade_");
///
/// Shader property.
/// ;
[Range(0f, 1f)] public float _Blob_Pulse_Max_Size_ = 0.05f;
///
/// Shader property ID.
///
public static int _Blob_Pulse_Max_Size_ID = Shader.PropertyToID("_Blob_Pulse_Max_Size_");
[Header("Blob 2")]
///
/// Shader property.
/// ;
public float _Blob_Enable_2_ = 0f;
///
/// Shader property ID.
///
public static int _Blob_Enable_2_ID = Shader.PropertyToID("_Blob_Enable_2_");
///
/// Shader property.
/// ;
public Vector4 _Blob_Position_2_ = Vector4.zero;
///
/// Shader property ID.
///
public static int _Blob_Position_2_ID = Shader.PropertyToID("_Blob_Position_2_");
///
/// Shader property.
/// ;
[Range(0f, 1f)] public float _Blob_Near_Size_2_ = 0.025f;
///
/// Shader property ID.
///
public static int _Blob_Near_Size_2_ID = Shader.PropertyToID("_Blob_Near_Size_2_");
///
/// Shader property.
/// ;
[Range(0f, 1f)] public float _Blob_Inner_Fade_2_ = 0.1f;
///
/// Shader property ID.
///
public static int _Blob_Inner_Fade_2_ID = Shader.PropertyToID("_Blob_Inner_Fade_2_");
///
/// Shader property.
/// ;
[Range(0f, 1f)] public float _Blob_Pulse_2_ = 0f;
///
/// Shader property ID.
///
public static int _Blob_Pulse_2_ID = Shader.PropertyToID("_Blob_Pulse_2_");
///
/// Shader property.
/// ;
[Range(0f, 1f)] public float _Blob_Fade_2_ = 1f;
///
/// Shader property ID.
///
public static int _Blob_Fade_2_ID = Shader.PropertyToID("_Blob_Fade_2_");
[Header("Gaze")]
///
/// Shader property.
/// ;
[Range(0f, 1f)] public float _Gaze_Intensity_ = 0.7f;
///
/// Shader property ID.
///
public static int _Gaze_Intensity_ID = Shader.PropertyToID("_Gaze_Intensity_");
///
/// Shader property.
/// ;
[Range(0f, 1f)] public float _Gaze_Focus_ = 0f;
///
/// Shader property ID.
///
public static int _Gaze_Focus_ID = Shader.PropertyToID("_Gaze_Focus_");
///
/// Shader property.
/// ;
public float _Pinched_ = 0f;
///
/// Shader property ID.
///
public static int _Pinched_ID = Shader.PropertyToID("_Pinched_");
[Header("Blob Texture")]
///
/// Shader property.
/// ;
public Texture2D _Blob_Texture_ = null;
///
/// Shader property ID.
///
public static int _Blob_Texture_ID = Shader.PropertyToID("_Blob_Texture_");
[Header("Selection")]
///
/// Shader property.
/// ;
[Range(0f, 1f)] public float _Selection_Fuzz_ = 0.5f;
///
/// Shader property ID.
///
public static int _Selection_Fuzz_ID = Shader.PropertyToID("_Selection_Fuzz_");
///
/// Shader property.
/// ;
[Range(0f, 1f)] public float _Selected_ = 0f;
///
/// Shader property ID.
///
public static int _Selected_ID = Shader.PropertyToID("_Selected_");
///
/// Shader property.
/// ;
[Range(0f, 1f)] public float _Selection_Fade_ = 0f;
///
/// Shader property ID.
///
public static int _Selection_Fade_ID = Shader.PropertyToID("_Selection_Fade_");
///
/// Shader property.
/// ;
[Range(0f, 1f)] public float _Selection_Fade_Size_ = 0.3f;
///
/// Shader property ID.
///
public static int _Selection_Fade_Size_ID = Shader.PropertyToID("_Selection_Fade_Size_");
///
/// Shader property.
/// ;
[Range(0f, 1f)] public float _Selected_Distance_ = 0.08f;
///
/// Shader property ID.
///
public static int _Selected_Distance_ID = Shader.PropertyToID("_Selected_Distance_");
///
/// Shader property.
/// ;
[Range(0f, 1f)] public float _Selected_Fade_Length_ = 0.08f;
///
/// Shader property ID.
///
public static int _Selected_Fade_Length_ID = Shader.PropertyToID("_Selected_Fade_Length_");
[Header("Proximity")]
///
/// Shader property.
/// ;
[Range(0f, 1f)] public float _Proximity_Max_Intensity_ = 0.45f;
///
/// Shader property ID.
///
public static int _Proximity_Max_Intensity_ID = Shader.PropertyToID("_Proximity_Max_Intensity_");
///
/// Shader property.
/// ;
[Range(0f, 2f)] public float _Proximity_Far_Distance_ = 0.16f;
///
/// Shader property ID.
///
public static int _Proximity_Far_Distance_ID = Shader.PropertyToID("_Proximity_Far_Distance_");
///
/// Shader property.
/// ;
[Range(0f, 2f)] public float _Proximity_Near_Radius_ = 0.03f;
///
/// Shader property ID.
///
public static int _Proximity_Near_Radius_ID = Shader.PropertyToID("_Proximity_Near_Radius_");
///
/// Shader property.
/// ;
[Range(0f, 1f)] public float _Proximity_Anisotropy_ = 1f;
///
/// Shader property ID.
///
public static int _Proximity_Anisotropy_ID = Shader.PropertyToID("_Proximity_Anisotropy_");
[Header("Global")]
///
/// Shader property.
/// ;
public float _Use_Global_Left_Index_ = 1f;
///
/// Shader property ID.
///
public static int _Use_Global_Left_Index_ID = Shader.PropertyToID("_Use_Global_Left_Index_");
///
/// Shader property.
/// ;
public float _Use_Global_Right_Index_ = 1f;
///
/// Shader property ID.
///
public static int _Use_Global_Right_Index_ID = Shader.PropertyToID("_Use_Global_Right_Index_");
[Header("Blending")]
///
/// Shader property.
/// ;
public float _SrcBlend = 1f;
///
/// Shader property ID.
///
public static int _SrcBlendID = Shader.PropertyToID("_SrcBlend");
///
/// Shader property.
/// ;
public float _DstBlend = 1f;
///
/// Shader property ID.
///
public static int _DstBlendID = Shader.PropertyToID("_DstBlend");
[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)
{
_Radius_ = material.GetFloat(_Radius_ID);
_Line_Width_ = material.GetFloat(_Line_Width_ID);
_Relative_To_Height_ = material.GetFloat(_Relative_To_Height_ID);
_Fixed_Unit_Multiplier_ = material.GetFloat(_Fixed_Unit_Multiplier_ID);
_Filter_Width_ = material.GetFloat(_Filter_Width_ID);
_Edge_Color_ = material.GetColor(_Edge_Color_ID);
_Fade_Out_ = material.GetFloat(_Fade_Out_ID);
_Blob_Enable_ = material.GetFloat(_Blob_Enable_ID);
_Blob_Position_ = material.GetVector(_Blob_Position_ID);
_Blob_Intensity_ = material.GetFloat(_Blob_Intensity_ID);
_Blob_Near_Size_ = material.GetFloat(_Blob_Near_Size_ID);
_Blob_Far_Size_ = material.GetFloat(_Blob_Far_Size_ID);
_Blob_Near_Distance_ = material.GetFloat(_Blob_Near_Distance_ID);
_Blob_Far_Distance_ = material.GetFloat(_Blob_Far_Distance_ID);
_Blob_Fade_Length_ = material.GetFloat(_Blob_Fade_Length_ID);
_Blob_Inner_Fade_ = material.GetFloat(_Blob_Inner_Fade_ID);
_Blob_Pulse_ = material.GetFloat(_Blob_Pulse_ID);
_Blob_Fade_ = material.GetFloat(_Blob_Fade_ID);
_Blob_Pulse_Max_Size_ = material.GetFloat(_Blob_Pulse_Max_Size_ID);
_Blob_Enable_2_ = material.GetFloat(_Blob_Enable_2_ID);
_Blob_Position_2_ = material.GetVector(_Blob_Position_2_ID);
_Blob_Near_Size_2_ = material.GetFloat(_Blob_Near_Size_2_ID);
_Blob_Inner_Fade_2_ = material.GetFloat(_Blob_Inner_Fade_2_ID);
_Blob_Pulse_2_ = material.GetFloat(_Blob_Pulse_2_ID);
_Blob_Fade_2_ = material.GetFloat(_Blob_Fade_2_ID);
_Gaze_Intensity_ = material.GetFloat(_Gaze_Intensity_ID);
_Gaze_Focus_ = material.GetFloat(_Gaze_Focus_ID);
_Pinched_ = material.GetFloat(_Pinched_ID);
_Blob_Texture_ = (Texture2D)material.GetTexture(_Blob_Texture_ID);
_Selection_Fuzz_ = material.GetFloat(_Selection_Fuzz_ID);
_Selected_ = material.GetFloat(_Selected_ID);
_Selection_Fade_ = material.GetFloat(_Selection_Fade_ID);
_Selection_Fade_Size_ = material.GetFloat(_Selection_Fade_Size_ID);
_Selected_Distance_ = material.GetFloat(_Selected_Distance_ID);
_Selected_Fade_Length_ = material.GetFloat(_Selected_Fade_Length_ID);
_Proximity_Max_Intensity_ = material.GetFloat(_Proximity_Max_Intensity_ID);
_Proximity_Far_Distance_ = material.GetFloat(_Proximity_Far_Distance_ID);
_Proximity_Near_Radius_ = material.GetFloat(_Proximity_Near_Radius_ID);
_Proximity_Anisotropy_ = material.GetFloat(_Proximity_Anisotropy_ID);
_Use_Global_Left_Index_ = material.GetFloat(_Use_Global_Left_Index_ID);
_Use_Global_Right_Index_ = material.GetFloat(_Use_Global_Right_Index_ID);
_SrcBlend = material.GetFloat(_SrcBlendID);
_DstBlend = material.GetFloat(_DstBlendID);
_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.SetFloat(_Radius_ID, _Radius_);
material.SetFloat(_Line_Width_ID, _Line_Width_);
material.SetFloat(_Relative_To_Height_ID, _Relative_To_Height_);
material.SetFloat(_Fixed_Unit_Multiplier_ID, _Fixed_Unit_Multiplier_);
material.SetFloat(_Filter_Width_ID, _Filter_Width_);
material.SetColor(_Edge_Color_ID, _Edge_Color_);
material.SetFloat(_Fade_Out_ID, _Fade_Out_);
material.SetFloat(_Blob_Enable_ID, _Blob_Enable_);
material.SetVector(_Blob_Position_ID, _Blob_Position_);
material.SetFloat(_Blob_Intensity_ID, _Blob_Intensity_);
material.SetFloat(_Blob_Near_Size_ID, _Blob_Near_Size_);
material.SetFloat(_Blob_Far_Size_ID, _Blob_Far_Size_);
material.SetFloat(_Blob_Near_Distance_ID, _Blob_Near_Distance_);
material.SetFloat(_Blob_Far_Distance_ID, _Blob_Far_Distance_);
material.SetFloat(_Blob_Fade_Length_ID, _Blob_Fade_Length_);
material.SetFloat(_Blob_Inner_Fade_ID, _Blob_Inner_Fade_);
material.SetFloat(_Blob_Pulse_ID, _Blob_Pulse_);
material.SetFloat(_Blob_Fade_ID, _Blob_Fade_);
material.SetFloat(_Blob_Pulse_Max_Size_ID, _Blob_Pulse_Max_Size_);
material.SetFloat(_Blob_Enable_2_ID, _Blob_Enable_2_);
material.SetVector(_Blob_Position_2_ID, _Blob_Position_2_);
material.SetFloat(_Blob_Near_Size_2_ID, _Blob_Near_Size_2_);
material.SetFloat(_Blob_Inner_Fade_2_ID, _Blob_Inner_Fade_2_);
material.SetFloat(_Blob_Pulse_2_ID, _Blob_Pulse_2_);
material.SetFloat(_Blob_Fade_2_ID, _Blob_Fade_2_);
material.SetFloat(_Gaze_Intensity_ID, _Gaze_Intensity_);
material.SetFloat(_Gaze_Focus_ID, _Gaze_Focus_);
material.SetFloat(_Pinched_ID, _Pinched_);
material.SetTexture(_Blob_Texture_ID, (Texture2D)_Blob_Texture_);
material.SetFloat(_Selection_Fuzz_ID, _Selection_Fuzz_);
material.SetFloat(_Selected_ID, _Selected_);
material.SetFloat(_Selection_Fade_ID, _Selection_Fade_);
material.SetFloat(_Selection_Fade_Size_ID, _Selection_Fade_Size_);
material.SetFloat(_Selected_Distance_ID, _Selected_Distance_);
material.SetFloat(_Selected_Fade_Length_ID, _Selected_Fade_Length_);
material.SetFloat(_Proximity_Max_Intensity_ID, _Proximity_Max_Intensity_);
material.SetFloat(_Proximity_Far_Distance_ID, _Proximity_Far_Distance_);
material.SetFloat(_Proximity_Near_Radius_ID, _Proximity_Near_Radius_);
material.SetFloat(_Proximity_Anisotropy_ID, _Proximity_Anisotropy_);
material.SetFloat(_Use_Global_Left_Index_ID, _Use_Global_Left_Index_);
material.SetFloat(_Use_Global_Right_Index_ID, _Use_Global_Right_Index_);
material.SetFloat(_SrcBlendID, _SrcBlend);
material.SetFloat(_DstBlendID, _DstBlend);
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/Frontplate";
}
}
}