using UnityEngine; public class EffectShaderPropertyStr { public const string ColorStr = "_TintColor"; public const string MainTexStr = "_MainTex"; public const string CutTexStr = "_CutTex"; public const string CutOffStr = "_Cutoff"; public const string MainRotationStr = "_MainRotation"; public const string CutRotationStr = "_CutRotation"; public const string UVScrollX = "_UVScrollX"; public const string UVScrollY = "_UVScrollY"; public const string UVCutScrollX = "_UVCutScrollX"; public const string UVCutScrollY = "_UVCutScrollY"; public const string CutParticleSoftValue = "_InvFade"; public const string UVMirrorX = "_UVMirrorX"; public const string UVMirrorY = "_UVMirrorY"; public const string DissolveSrc = "_DissolveSrc"; public const string SpecColor = "_SpecColor"; public const string Shininess = "_Shininess"; public const string Amount = "_Amount"; public const string StartAmount = "_StartAmount"; public const string DissColor = "_DissColor"; public const string Illuminate = "_Illuminate"; public const string EmissionGain = "_EmissionGain"; public const string ShadowColor = "_ShadowColor"; public const string SpecularPower = "_SpecularPower"; public const string EdgeThickness = "_EdgeThickness"; public const string EdgeSaturtion = "_EdgeSaturtion"; public const string EdgeBrightness = "_EdgeBrightness"; public const string FalloffSampler = "_FalloffSampler"; public const string RimLightSampler = "_RimLightSampler"; public const string ColorFactor = "_ColorFactor"; //特效在用的 public const string EnableAlphaMaskStr = "Enable_AlphaMask"; public const string EnableUVRotationStr = "Enable_UVRotation"; public const string EnableUVScrollStr = "Enable_UVScroll"; public const string EnableUVMirror = "Enable_UVMirror"; public const string EnableBloom = "Enable_Bloom"; public static readonly int Material_Color = Shader.PropertyToID (EffectShaderPropertyStr.ColorStr); public static readonly int Material_Color_Factor = Shader.PropertyToID (EffectShaderPropertyStr.ColorFactor); }