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TMPro_Properties.cginc 2.78 KiB
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  • // 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;