// 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"; } } }