12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667686970717273747576777879808182838485 |
- // UI Editable properties
- uniform sampler2D _FaceTex; // Alpha : Signed Distance
- uniform float _FaceUVSpeedX;
- uniform float _FaceUVSpeedY;
- uniform fixed4 _FaceColor; // RGBA : Color + Opacity
- uniform float _FaceDilate; // v[ 0, 1]
- uniform float _OutlineSoftness; // v[ 0, 1]
- uniform sampler2D _OutlineTex; // RGBA : Color + Opacity
- uniform float _OutlineUVSpeedX;
- uniform float _OutlineUVSpeedY;
- uniform fixed4 _OutlineColor; // RGBA : Color + Opacity
- uniform float _OutlineWidth; // v[ 0, 1]
- uniform float _Bevel; // v[ 0, 1]
- uniform float _BevelOffset; // v[-1, 1]
- uniform float _BevelWidth; // v[-1, 1]
- uniform float _BevelClamp; // v[ 0, 1]
- uniform float _BevelRoundness; // v[ 0, 1]
- uniform sampler2D _BumpMap; // Normal map
- uniform float _BumpOutline; // v[ 0, 1]
- uniform float _BumpFace; // v[ 0, 1]
- uniform samplerCUBE _Cube; // Cube / sphere map
- uniform fixed4 _ReflectFaceColor; // RGB intensity
- uniform fixed4 _ReflectOutlineColor;
- //uniform float _EnvTiltX; // v[-1, 1]
- //uniform float _EnvTiltY; // v[-1, 1]
- uniform float3 _EnvMatrixRotation;
- uniform float4x4 _EnvMatrix;
- uniform fixed4 _SpecularColor; // RGB intensity
- uniform float _LightAngle; // v[ 0,Tau]
- uniform float _SpecularPower; // v[ 0, 1]
- uniform float _Reflectivity; // v[ 5, 15]
- uniform float _Diffuse; // v[ 0, 1]
- uniform float _Ambient; // v[ 0, 1]
- uniform fixed4 _UnderlayColor; // RGBA : Color + Opacity
- uniform float _UnderlayOffsetX; // v[-1, 1]
- uniform float _UnderlayOffsetY; // v[-1, 1]
- uniform float _UnderlayDilate; // v[-1, 1]
- uniform float _UnderlaySoftness; // v[ 0, 1]
- uniform fixed4 _GlowColor; // RGBA : Color + Intesity
- uniform float _GlowOffset; // v[-1, 1]
- uniform float _GlowOuter; // v[ 0, 1]
- uniform float _GlowInner; // v[ 0, 1]
- uniform float _GlowPower; // v[ 1, 1/(1+4*4)]
- // API Editable properties
- uniform float _ShaderFlags;
- uniform float _WeightNormal;
- uniform float _WeightBold;
- uniform float _ScaleRatioA;
- uniform float _ScaleRatioB;
- uniform float _ScaleRatioC;
- uniform float _VertexOffsetX;
- uniform float _VertexOffsetY;
- //uniform float _UseClipRect;
- uniform float _MaskID;
- uniform sampler2D _MaskTex;
- uniform float4 _MaskCoord;
- uniform float4 _ClipRect; // bottom left(x,y) : top right(z,w)
- //uniform float _MaskWipeControl;
- //uniform float _MaskEdgeSoftness;
- //uniform fixed4 _MaskEdgeColor;
- //uniform bool _MaskInverse;
- uniform float _MaskSoftnessX;
- uniform float _MaskSoftnessY;
- // Font Atlas properties
- uniform sampler2D _MainTex;
- uniform float _TextureWidth;
- uniform float _TextureHeight;
- uniform float _GradientScale;
- uniform float _ScaleX;
- uniform float _ScaleY;
- uniform float _PerspectiveFilter;
- uniform float _Sharpness;
|