You cannot select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
86 lines
2.8 KiB
Plaintext
86 lines
2.8 KiB
Plaintext
2 months ago
|
// 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;
|