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			86 lines
		
	
	
		
			2.8 KiB
		
	
	
	
		
			Plaintext
		
	
		
		
			
		
	
	
			86 lines
		
	
	
		
			2.8 KiB
		
	
	
	
		
			Plaintext
		
	
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											1 year ago
										 
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								// UI Editable properties
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								uniform sampler2D	_FaceTex;					// Alpha : Signed Distance
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								uniform float		_FaceUVSpeedX;
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								uniform float		_FaceUVSpeedY;
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								uniform fixed4		_FaceColor;					// RGBA : Color + Opacity
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								uniform float		_FaceDilate;				// v[ 0, 1]
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								uniform float		_OutlineSoftness;			// v[ 0, 1]
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								uniform sampler2D	_OutlineTex;				// RGBA : Color + Opacity
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								uniform float		_OutlineUVSpeedX;
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								uniform float		_OutlineUVSpeedY;
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								uniform fixed4		_OutlineColor;				// RGBA : Color + Opacity
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								uniform float		_OutlineWidth;				// v[ 0, 1]
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								uniform float		_Bevel;						// v[ 0, 1]
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								uniform float		_BevelOffset;				// v[-1, 1]
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								uniform float		_BevelWidth;				// v[-1, 1]
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								uniform float		_BevelClamp;				// v[ 0, 1]
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								uniform float		_BevelRoundness;			// v[ 0, 1]
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								uniform sampler2D	_BumpMap;					// Normal map
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								uniform float		_BumpOutline;				// v[ 0, 1]
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								uniform float		_BumpFace;					// v[ 0, 1]
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								uniform samplerCUBE	_Cube;						// Cube / sphere map
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								uniform fixed4 		_ReflectFaceColor;			// RGB intensity
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								uniform fixed4		_ReflectOutlineColor;
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								//uniform float		_EnvTiltX;					// v[-1, 1]
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								//uniform float		_EnvTiltY;					// v[-1, 1]
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								uniform float3      _EnvMatrixRotation;
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								uniform float4x4	_EnvMatrix;
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								uniform fixed4		_SpecularColor;				// RGB intensity
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								uniform float		_LightAngle;				// v[ 0,Tau]
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								uniform float		_SpecularPower;				// v[ 0, 1]
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								uniform float		_Reflectivity;				// v[ 5, 15]
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								uniform float		_Diffuse;					// v[ 0, 1]
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								uniform float		_Ambient;					// v[ 0, 1]
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								uniform fixed4		_UnderlayColor;				// RGBA : Color + Opacity
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								uniform float		_UnderlayOffsetX;			// v[-1, 1]
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								uniform float		_UnderlayOffsetY;			// v[-1, 1]
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								uniform float		_UnderlayDilate;			// v[-1, 1]
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								uniform float		_UnderlaySoftness;			// v[ 0, 1]
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								uniform fixed4 		_GlowColor;					// RGBA : Color + Intesity
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								uniform float 		_GlowOffset;				// v[-1, 1]
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								uniform float 		_GlowOuter;					// v[ 0, 1]
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								uniform float 		_GlowInner;					// v[ 0, 1]
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								uniform float 		_GlowPower;					// v[ 1, 1/(1+4*4)]
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								// API Editable properties
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								uniform float 		_ShaderFlags;
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								uniform float		_WeightNormal;
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								uniform float		_WeightBold;
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								uniform float		_ScaleRatioA;
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								uniform float		_ScaleRatioB;
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								uniform float		_ScaleRatioC;
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								uniform float		_VertexOffsetX;
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								uniform float		_VertexOffsetY;
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								//uniform float		_UseClipRect;
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								uniform float		_MaskID;
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								uniform sampler2D	_MaskTex;
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								uniform float4		_MaskCoord;
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								uniform float4		_ClipRect;	// bottom left(x,y) : top right(z,w)
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								//uniform float		_MaskWipeControl;
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								//uniform float		_MaskEdgeSoftness;
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								//uniform fixed4		_MaskEdgeColor;
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								//uniform bool		_MaskInverse;
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								uniform float		_MaskSoftnessX;
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								uniform float		_MaskSoftnessY;
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								// Font Atlas properties
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								uniform sampler2D	_MainTex;
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								uniform float		_TextureWidth;
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								uniform float		_TextureHeight;
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								uniform float 		_GradientScale;
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								uniform float		_ScaleX;
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								uniform float		_ScaleY;
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								uniform float		_PerspectiveFilter;
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								uniform float		_Sharpness;
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