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DMD2542-Project02-AdamSkawinski/RPG/Assets/Materials/TextMesh Pro/Resources/Shaders/TMPro_Properties.cginc
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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; |