miepzerino
2025-04-03 4f1ed3919b0ee3f89dbcbacf49990888a7d9274a
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
// 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;