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// UI Editable propertiesuniform sampler2D _FaceTex; // Alpha : Signed Distanceuniform float _FaceUVSpeedX;uniform float _FaceUVSpeedY;uniform fixed4 _FaceColor; // RGBA : Color + Opacityuniform float _FaceDilate; // v[ 0, 1]uniform float _OutlineSoftness; // v[ 0, 1]
uniform sampler2D _OutlineTex; // RGBA : Color + Opacityuniform float _OutlineUVSpeedX;uniform float _OutlineUVSpeedY;uniform fixed4 _OutlineColor; // RGBA : Color + Opacityuniform 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 mapuniform float _BumpOutline; // v[ 0, 1]uniform float _BumpFace; // v[ 0, 1]
uniform samplerCUBE _Cube; // Cube / sphere mapuniform fixed4 _ReflectFaceColor; // RGB intensityuniform fixed4 _ReflectOutlineColor;//uniform float _EnvTiltX; // v[-1, 1]//uniform float _EnvTiltY; // v[-1, 1]uniform float3 _EnvMatrixRotation;uniform float4x4 _EnvMatrix;
uniform fixed4 _SpecularColor; // RGB intensityuniform 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 + Opacityuniform 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 + Intesityuniform 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 propertiesuniform 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 propertiesuniform sampler2D _MainTex;uniform float _TextureWidth;uniform float _TextureHeight;uniform float _GradientScale;uniform float _ScaleX;uniform float _ScaleY;uniform float _PerspectiveFilter;uniform float _Sharpness;
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