// 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 CanvasMaterialAnimatorCanvasGlow : CanvasMaterialAnimatorBase { [Header("Sizes")] /// /// 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 _Bevel_Radius_ = 0.05f; /// /// Shader property ID. /// public static int _Bevel_Radius_ID = Shader.PropertyToID("_Bevel_Radius_"); /// /// Shader property. /// ; public float _Line_Width_ = 0.03f; /// /// Shader property ID. /// public static int _Line_Width_ID = Shader.PropertyToID("_Line_Width_"); /// /// Shader property. /// ; public float _Outer_Fuzz_Start_ = 0.002f; /// /// Shader property ID. /// public static int _Outer_Fuzz_Start_ID = Shader.PropertyToID("_Outer_Fuzz_Start_"); /// /// Shader property. /// ; public float _Outer_Fuzz_End_ = 0.001f; /// /// Shader property ID. /// public static int _Outer_Fuzz_End_ID = Shader.PropertyToID("_Outer_Fuzz_End_"); /// /// Shader property. /// ; public float _Fixed_Unit_Multiplier_ = 1000f; /// /// Shader property ID. /// public static int _Fixed_Unit_Multiplier_ID = Shader.PropertyToID("_Fixed_Unit_Multiplier_"); [Header("Animation")] /// /// Shader property. /// ; [Range(0f, 1f)] public float _Motion_ = 1f; /// /// Shader property ID. /// public static int _Motion_ID = Shader.PropertyToID("_Motion_"); /// /// Shader property. /// ; [Range(0f, 1f)] public float _Max_Intensity_ = 0.5f; /// /// Shader property ID. /// public static int _Max_Intensity_ID = Shader.PropertyToID("_Max_Intensity_"); /// /// Shader property. /// ; [Range(0f, 5f)] public float _Intensity_Fade_In_Exponent_ = 2f; /// /// Shader property ID. /// public static int _Intensity_Fade_In_Exponent_ID = Shader.PropertyToID("_Intensity_Fade_In_Exponent_"); [Header("Color")] /// /// Shader property. /// ; public Color _Color_ = Color.white; /// /// Shader property ID. /// public static int _Color_ID = Shader.PropertyToID("_Color_"); /// /// Shader property. /// ; public Color _Inner_Color_ = Color.white; /// /// Shader property ID. /// public static int _Inner_Color_ID = Shader.PropertyToID("_Inner_Color_"); /// /// Shader property. /// ; [Range(0f, 9f)] public float _Blend_Exponent_ = 1f; /// /// Shader property ID. /// public static int _Blend_Exponent_ID = Shader.PropertyToID("_Blend_Exponent_"); [Header("Inner Transition")] /// /// Shader property. /// ; [Range(0f, 5f)] public float _Falloff_ = 1f; /// /// Shader property ID. /// public static int _Falloff_ID = Shader.PropertyToID("_Falloff_"); /// /// Shader property. /// ; [Range(0f, 1f)] public float _Bias_ = 0.5f; /// /// Shader property ID. /// public static int _Bias_ID = Shader.PropertyToID("_Bias_"); [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) { _Relative_To_Height_ = material.GetFloat(_Relative_To_Height_ID); _Bevel_Radius_ = material.GetFloat(_Bevel_Radius_ID); _Line_Width_ = material.GetFloat(_Line_Width_ID); _Outer_Fuzz_Start_ = material.GetFloat(_Outer_Fuzz_Start_ID); _Outer_Fuzz_End_ = material.GetFloat(_Outer_Fuzz_End_ID); _Fixed_Unit_Multiplier_ = material.GetFloat(_Fixed_Unit_Multiplier_ID); _Motion_ = material.GetFloat(_Motion_ID); _Max_Intensity_ = material.GetFloat(_Max_Intensity_ID); _Intensity_Fade_In_Exponent_ = material.GetFloat(_Intensity_Fade_In_Exponent_ID); _Color_ = material.GetColor(_Color_ID); _Inner_Color_ = material.GetColor(_Inner_Color_ID); _Blend_Exponent_ = material.GetFloat(_Blend_Exponent_ID); _Falloff_ = material.GetFloat(_Falloff_ID); _Bias_ = material.GetFloat(_Bias_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(_Relative_To_Height_ID, _Relative_To_Height_); material.SetFloat(_Bevel_Radius_ID, _Bevel_Radius_); material.SetFloat(_Line_Width_ID, _Line_Width_); material.SetFloat(_Outer_Fuzz_Start_ID, _Outer_Fuzz_Start_); material.SetFloat(_Outer_Fuzz_End_ID, _Outer_Fuzz_End_); material.SetFloat(_Fixed_Unit_Multiplier_ID, _Fixed_Unit_Multiplier_); material.SetFloat(_Motion_ID, _Motion_); material.SetFloat(_Max_Intensity_ID, _Max_Intensity_); material.SetFloat(_Intensity_Fade_In_Exponent_ID, _Intensity_Fade_In_Exponent_); material.SetColor(_Color_ID, _Color_); material.SetColor(_Inner_Color_ID, _Inner_Color_); material.SetFloat(_Blend_Exponent_ID, _Blend_Exponent_); material.SetFloat(_Falloff_ID, _Falloff_); material.SetFloat(_Bias_ID, _Bias_); 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/Glow"; } } }