WXMC/.svn/pristine/b3/b342386bd4dcffe48063074ec0ef037ac0a42e9e.svn-base
2024-12-04 16:18:46 +08:00

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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);
}