// 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"; } } }