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	new init
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		| @@ -1,85 +0,0 @@ | ||||
| // 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		_MaskWipeControl; | ||||
| //uniform float		_MaskEdgeSoftness; | ||||
| //uniform fixed4		_MaskEdgeColor; | ||||
| //uniform bool		_MaskInverse; | ||||
|  | ||||
| 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; | ||||
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