// 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;