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;