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