forked from BilalY/Rasagar
86 lines
2.8 KiB
HLSL
86 lines
2.8 KiB
HLSL
// 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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