| 12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667686970717273747576777879808182838485 | // UI Editable propertiesuniform sampler2D	_FaceTex;					// Alpha : Signed Distanceuniform float		_FaceUVSpeedX;uniform float		_FaceUVSpeedY;uniform fixed4		_FaceColor;					// RGBA : Color + Opacityuniform float		_FaceDilate;				// v[ 0, 1]uniform float		_OutlineSoftness;			// v[ 0, 1]uniform sampler2D	_OutlineTex;				// RGBA : Color + Opacityuniform float		_OutlineUVSpeedX;uniform float		_OutlineUVSpeedY;uniform fixed4		_OutlineColor;				// RGBA : Color + Opacityuniform 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 mapuniform float		_BumpOutline;				// v[ 0, 1]uniform float		_BumpFace;					// v[ 0, 1]uniform samplerCUBE	_Cube;						// Cube / sphere mapuniform fixed4 		_ReflectFaceColor;			// RGB intensityuniform fixed4		_ReflectOutlineColor;//uniform float		_EnvTiltX;					// v[-1, 1]//uniform float		_EnvTiltY;					// v[-1, 1]uniform float3      _EnvMatrixRotation;uniform float4x4	_EnvMatrix;uniform fixed4		_SpecularColor;				// RGB intensityuniform 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 + Opacityuniform 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 + Intesityuniform 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 propertiesuniform 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 propertiesuniform sampler2D	_MainTex;uniform float		_TextureWidth;uniform float		_TextureHeight;uniform float 		_GradientScale;uniform float		_ScaleX;uniform float		_ScaleY;uniform float		_PerspectiveFilter;uniform float		_Sharpness;
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