81 lines
		
	
	
		
			2.6 KiB
		
	
	
	
		
			HLSL
		
	
	
	
	
	
		
		
			
		
	
	
			81 lines
		
	
	
		
			2.6 KiB
		
	
	
	
		
			HLSL
		
	
	
	
	
	
|  | // 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		_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; |