Files
T-VIR-901_EpiLeARn/Assets/TextMesh Pro/Shaders/TMPro_Properties.cginc
clement 5ca3d16a29 Squashed commit of the following:
commit 807aa8c3c6
Merge: 34f74aa 3777d06
Author: Clement <clement@jo85.com>
Date:   Thu Jan 18 12:02:57 2024 +0100

    Merge pull request 'add Atomes Factory' (#10) from feature/AtomesFactory into develop

    Reviewed-on: #10
    Reviewed-by: Clement <clement@jo85.com>

commit 3777d06a0e
Author: Mathis <mathis.ragot@epitech.eu>
Date:   Thu Jan 18 12:00:00 2024 +0100

    Rename Classname

commit 16bd5bfb6c
Merge: da9d57b 34f74aa
Author: Mathis <mathis.ragot@epitech.eu>
Date:   Thu Jan 18 11:46:03 2024 +0100

    Merge remote-tracking branch 'origin/develop' into feature/AtomesFactory

commit da9d57b0bb
Author: Mathis <mathis.ragot@epitech.eu>
Date:   Thu Jan 18 11:44:22 2024 +0100

    vue foria config

commit 5346e596c8
Author: Mathis <mathis.ragot@epitech.eu>
Date:   Thu Jan 18 11:28:02 2024 +0100

    [feature/AtomesFactory] - remove testing file

commit f613217658
Author: Mathis <mathis.ragot@epitech.eu>
Date:   Thu Jan 18 10:38:59 2024 +0100

    [feature/AtomesFactory] - Add json for atomes

commit bc2b9e02fd
Author: Mathis <mathis.ragot@epitech.eu>
Date:   Fri Jan 12 15:37:09 2024 +0100

    add Atomes Factory

commit 34f74aa443
Merge: 8b6d07f f181fd9
Author: Nicolas <nicolas.sansd@gmail.com>
Date:   Fri Jan 12 11:50:43 2024 +0100

    Merge pull request 'feature/multi_targets' (#7) from feature/multi_targets into develop

    Reviewed-on: #7
    Reviewed-by: Clement <clement@jo85.com>

commit f181fd9935
Author: Nicolas <nicolas.sansd@gmail.com>
Date:   Fri Jan 12 11:50:10 2024 +0100

    fix du mauvais nom de scene dans le script ChangeScene.cs

commit 1c76868eee
Merge: f1ec062 8b6d07f
Author: Nicolas <nicolas.sansd@gmail.com>
Date:   Fri Jan 12 11:39:02 2024 +0100

    Merge remote-tracking branch 'origin/develop' into feature/multi_targets

commit f1ec062047
Author: Nicolas <nicolas.sansd@gmail.com>
Date:   Fri Jan 12 11:37:29 2024 +0100

    ajout du font fallback

commit 9c23975b20
Author: Nicolas <nicolas.sansd@gmail.com>
Date:   Fri Jan 12 11:36:49 2024 +0100

    rajouts des fonts text mesh pro

commit aff9df22cf
Merge: a791273 73394e5
Author: Nicolas <nicolas.sansd@gmail.com>
Date:   Fri Jan 12 11:03:32 2024 +0100

    Merge remote-tracking branch 'origin/develop' into feature/multi_targets

commit a7912733e5
Author: Nicolas <nicolas.sansd@gmail.com>
Date:   Fri Jan 12 10:54:51 2024 +0100

    Ajout dans le canvas d'éléments UI (nom, description....)

commit 0313fe28a1
Author: Nicolas <nicolas.sansd@gmail.com>
Date:   Fri Jan 12 09:57:07 2024 +0100

    Suppression du build de la CI

commit 5237a32bb4
Author: Nicolas <nicolas.sansd@gmail.com>
Date:   Thu Jan 11 16:18:35 2024 +0100

    ajout de la keystore de debug (user) + changement de la target version d'android

commit afa265dd31
Author: Nicolas <nicolas.sansd@gmail.com>
Date:   Thu Jan 11 11:26:53 2024 +0100

    Affichage des molécules unitairement et en mode fusion

commit 84136dcc5c
Author: Nicolas <nicolas.sansd@gmail.com>
Date:   Fri Dec 22 15:05:47 2023 +0100

    MAJ du fichier d'action build.yaml

commit ce3c956544
Author: Nicolas <nicolas.sansd@gmail.com>
Date:   Fri Dec 22 15:02:10 2023 +0100

    MAJ du fichier d'action build.yaml

commit 8f105732f7
Author: Nicolas <nicolas.sansd@gmail.com>
Date:   Fri Dec 22 14:36:52 2023 +0100

    Ajout de la multitarget pour générer un préfab
2024-01-18 14:00:09 +01:00

86 lines
2.8 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 _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;