slimecing

a fighting game featuring slimes and swords
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TMPro_Properties.cginc (2816B)


      1 // UI Editable properties
      2 uniform sampler2D	_FaceTex;					// Alpha : Signed Distance
      3 uniform float		_FaceUVSpeedX;
      4 uniform float		_FaceUVSpeedY;
      5 uniform fixed4		_FaceColor;					// RGBA : Color + Opacity
      6 uniform float		_FaceDilate;				// v[ 0, 1]
      7 uniform float		_OutlineSoftness;			// v[ 0, 1]
      8 
      9 uniform sampler2D	_OutlineTex;				// RGBA : Color + Opacity
     10 uniform float		_OutlineUVSpeedX;
     11 uniform float		_OutlineUVSpeedY;
     12 uniform fixed4		_OutlineColor;				// RGBA : Color + Opacity
     13 uniform float		_OutlineWidth;				// v[ 0, 1]
     14 
     15 uniform float		_Bevel;						// v[ 0, 1]
     16 uniform float		_BevelOffset;				// v[-1, 1]
     17 uniform float		_BevelWidth;				// v[-1, 1]
     18 uniform float		_BevelClamp;				// v[ 0, 1]
     19 uniform float		_BevelRoundness;			// v[ 0, 1]
     20 
     21 uniform sampler2D	_BumpMap;					// Normal map
     22 uniform float		_BumpOutline;				// v[ 0, 1]
     23 uniform float		_BumpFace;					// v[ 0, 1]
     24 
     25 uniform samplerCUBE	_Cube;						// Cube / sphere map
     26 uniform fixed4 		_ReflectFaceColor;			// RGB intensity
     27 uniform fixed4		_ReflectOutlineColor;
     28 //uniform float		_EnvTiltX;					// v[-1, 1]
     29 //uniform float		_EnvTiltY;					// v[-1, 1]
     30 uniform float3      _EnvMatrixRotation;
     31 uniform float4x4	_EnvMatrix;
     32 
     33 uniform fixed4		_SpecularColor;				// RGB intensity
     34 uniform float		_LightAngle;				// v[ 0,Tau]
     35 uniform float		_SpecularPower;				// v[ 0, 1]
     36 uniform float		_Reflectivity;				// v[ 5, 15]
     37 uniform float		_Diffuse;					// v[ 0, 1]
     38 uniform float		_Ambient;					// v[ 0, 1]
     39 
     40 uniform fixed4		_UnderlayColor;				// RGBA : Color + Opacity
     41 uniform float		_UnderlayOffsetX;			// v[-1, 1]
     42 uniform float		_UnderlayOffsetY;			// v[-1, 1]
     43 uniform float		_UnderlayDilate;			// v[-1, 1]
     44 uniform float		_UnderlaySoftness;			// v[ 0, 1]
     45 
     46 uniform fixed4 		_GlowColor;					// RGBA : Color + Intesity
     47 uniform float 		_GlowOffset;				// v[-1, 1]
     48 uniform float 		_GlowOuter;					// v[ 0, 1]
     49 uniform float 		_GlowInner;					// v[ 0, 1]
     50 uniform float 		_GlowPower;					// v[ 1, 1/(1+4*4)]
     51 
     52 // API Editable properties
     53 uniform float 		_ShaderFlags;
     54 uniform float		_WeightNormal;
     55 uniform float		_WeightBold;
     56 
     57 uniform float		_ScaleRatioA;
     58 uniform float		_ScaleRatioB;
     59 uniform float		_ScaleRatioC;
     60 
     61 uniform float		_VertexOffsetX;
     62 uniform float		_VertexOffsetY;
     63 
     64 //uniform float		_UseClipRect;
     65 uniform float		_MaskID;
     66 uniform sampler2D	_MaskTex;
     67 uniform float4		_MaskCoord;
     68 uniform float4		_ClipRect;	// bottom left(x,y) : top right(z,w)
     69 //uniform float		_MaskWipeControl;
     70 //uniform float		_MaskEdgeSoftness;
     71 //uniform fixed4		_MaskEdgeColor;
     72 //uniform bool		_MaskInverse;
     73 
     74 uniform float		_MaskSoftnessX;
     75 uniform float		_MaskSoftnessY;
     76 
     77 // Font Atlas properties
     78 uniform sampler2D	_MainTex;
     79 uniform float		_TextureWidth;
     80 uniform float		_TextureHeight;
     81 uniform float 		_GradientScale;
     82 uniform float		_ScaleX;
     83 uniform float		_ScaleY;
     84 uniform float		_PerspectiveFilter;