////////////////////////////////////////////////////// // MK Toon Uniforms // // // // Created by Michael Kremmel // // www.michaelkremmel.de // // Copyright © 2020 All rights reserved. // ////////////////////////////////////////////////////// namespace MK.Toon { public static class Uniforms { //CurvedWorldSupport //CurvedWorldEditor //public static readonly Uniform curvedWorldBlendSettings = new Uniform("_CurvedWorldBendSettings"); // ///////////////// // Options // ///////////////// #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform workflow = new Uniform("_Workflow"); #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform renderFace = new Uniform("_RenderFace"); #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform surface = new Uniform("_Surface"); #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform zWrite = new Uniform("_ZWrite"); #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform zTest = new Uniform("_ZTest"); #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform blendSrc = new Uniform("_BlendSrc"); #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform blendDst = new Uniform("_BlendDst"); #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform blendSrcAlpha = new Uniform("_BlendSrcAlpha"); #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform blendDstAlpha = new Uniform("_BlendDstAlpha"); #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform blend = new Uniform("_Blend"); #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform alphaClipping = new Uniform("_AlphaClipping"); ///////////////// // Input // ///////////////// #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform albedoColor = new Uniform("_AlbedoColor"); #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform alphaCutoff = new Uniform("_AlphaCutoff"); #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform albedoMap = new Uniform("_AlbedoMap"); #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform albedoMapIntensity = new Uniform("_AlbedoMapIntensity"); #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform specularColor = new Uniform("_SpecularColor"); #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform metallic = new Uniform("_Metallic"); #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform smoothness = new Uniform("_Smoothness"); #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform roughness = new Uniform("_Roughness"); #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform specularMap = new Uniform("_SpecularMap"); #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform roughnessMap = new Uniform("_RoughnessMap"); #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform metallicMap = new Uniform("_MetallicMap"); #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform normalMapIntensity = new Uniform("_NormalMapIntensity"); #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform normalMap = new Uniform("_NormalMap"); #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform parallax = new Uniform("_Parallax"); #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform heightMap = new Uniform("_HeightMap"); #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform lightTransmission = new Uniform("_LightTransmission"); #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform lightTransmissionDistortion = new Uniform("_LightTransmissionDistortion"); #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform lightTransmissionColor = new Uniform("_LightTransmissionColor"); #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform thicknessMap = new Uniform("_ThicknessMap"); #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform occlusionMapIntensity = new Uniform("_OcclusionMapIntensity"); #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform occlusionMap = new Uniform("_OcclusionMap"); #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform emissionColor = new Uniform("_EmissionColor"); #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform emissionMap = new Uniform("_EmissionMap"); ///////////////// // Detail // ///////////////// #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform detailBlend = new Uniform("_DetailBlend"); #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform detailColor = new Uniform("_DetailColor"); #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform detailMix = new Uniform("_DetailMix"); #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform detailMap = new Uniform("_DetailMap"); #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform detailNormalMapIntensity = new Uniform("_DetailNormalMapIntensity"); #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform detailNormalMap = new Uniform("_DetailNormalMap"); #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform detailUVSet = new Uniform("_DetailUVSet"); ///////////////// // Stylize // ///////////////// #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform receiveShadows = new Uniform("_ReceiveShadows"); #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform wrappedLighting = new Uniform("_WrappedLighting"); #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform diffuseSmoothness = new Uniform("_DiffuseSmoothness"); #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform diffuseThresholdOffset = new Uniform("_DiffuseThresholdOffset"); #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform specularSmoothness = new Uniform("_SpecularSmoothness"); #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform specularThresholdOffset = new Uniform("_SpecularThresholdOffset"); #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform rimSmoothness = new Uniform("_RimSmoothness"); #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform rimThresholdOffset = new Uniform("_RimThresholdOffset"); #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform lightTransmissionSmoothness = new Uniform("_LightTransmissionSmoothness"); #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform lightTransmissionThresholdOffset = new Uniform("_LightTransmissionThresholdOffset"); #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform light = new Uniform("_Light"); #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform diffuseRamp = new Uniform("_DiffuseRamp"); #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform specularRamp = new Uniform("_SpecularRamp"); #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform rimRamp = new Uniform("_RimRamp"); #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform lightTransmissionRamp = new Uniform("_LightTransmissionRamp"); #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform lightBands = new Uniform("_LightBands"); #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform lightBandsScale = new Uniform("_LightBandsScale"); #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform lightThreshold = new Uniform("_LightThreshold"); #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform additionalLightsThreshold = new Uniform("_AdditionalLightsThreshold"); #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform additionalLightsFalloff = new Uniform("_AdditionalLightsFalloff"); #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform thresholdMap = new Uniform("_ThresholdMap"); #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform thresholdMapScale = new Uniform("_ThresholdMapScale"); #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform goochRampIntensity = new Uniform("_GoochRampIntensity"); #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform goochRamp = new Uniform("_GoochRamp"); #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform goochBrightColor = new Uniform("_GoochBrightColor"); #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform goochBrightMap = new Uniform("_GoochBrightMap"); #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform goochDarkColor = new Uniform("_GoochDarkColor"); #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform goochDarkRemapMin = new Uniform("_GoochDarkRemapMin"); #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform goochDarkRemapMax = new Uniform("_GoochDarkRemapMax"); #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform goochDarkRemapFadeWithIndirect = new Uniform("_GoochDarkRemapFadeWithIndirect"); #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform goochDarkMap = new Uniform("_GoochDarkMap"); #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform colorGrading = new Uniform("_ColorGrading"); #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform hue = new Uniform("_Hue"); #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform contrast = new Uniform("_Contrast"); #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform saturation = new Uniform("_Saturation"); #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform brightness = new Uniform("_Brightness"); #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform iridescence = new Uniform("_Iridescence"); #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform iridescenceRamp = new Uniform("_IridescenceRamp"); #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform iridescenceSize = new Uniform("_IridescenceSize"); #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform iridescenceThresholdOffset = new Uniform("_IridescenceThresholdOffset"); #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform iridescenceSmoothness = new Uniform("_IridescenceSmoothness"); #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform iridescenceColor = new Uniform("_IridescenceColor"); #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform rim = new Uniform("_Rim"); #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform rimColor = new Uniform("_RimColor"); #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform rimBrightColor = new Uniform("_RimBrightColor"); #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform rimDarkColor = new Uniform("_RimDarkColor"); #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform rimSize = new Uniform("_RimSize"); #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform vertexAnimation = new Uniform("_VertexAnimation"); #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform vertexAnimationStutter = new Uniform("_VertexAnimationStutter"); #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform vertexAnimationMap = new Uniform("_VertexAnimationMap"); #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform vertexAnimationIntensity = new Uniform("_VertexAnimationIntensity"); #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform vertexAnimationFrequency = new Uniform("_VertexAnimationFrequency"); #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform dissolve = new Uniform("_Dissolve"); #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform dissolveMap = new Uniform("_DissolveMap"); #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform dissolveMapScale = new Uniform("_DissolveMapScale"); #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform dissolveAmount = new Uniform("_DissolveAmount"); #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform dissolveBorderSize = new Uniform("_DissolveBorderSize"); #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform dissolveBorderRamp = new Uniform("_DissolveBorderRamp"); #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform dissolveBorderColor = new Uniform("_DissolveBorderColor"); #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform artistic = new Uniform("_Artistic"); #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform artisticProjection = new Uniform("_ArtisticProjection"); #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform artisticFrequency = new Uniform("_ArtisticFrequency"); #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform drawnMapScale = new Uniform("_DrawnMapScale"); #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform drawnMap = new Uniform("_DrawnMap"); #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform hatchingMapScale = new Uniform("_HatchingMapScale"); #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform hatchingBrightMap = new Uniform("_HatchingBrightMap"); #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform hatchingDarkMap = new Uniform("_HatchingDarkMap"); #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform drawnClampMin = new Uniform("_DrawnClampMin"); #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform drawnClampMax = new Uniform("_DrawnClampMax"); #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform sketchMapScale = new Uniform("_SketchMapScale"); #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform sketchMap = new Uniform("_SketchMap"); #if MK_TOON_STYLIZE_SYSTEM_SHADOWS #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform artisticShadowFilter = new Uniform("_ArtisticShadowFilter"); #endif ///////////////// // Advanced // ///////////////// #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform screenSpaceReflections = new Uniform("_ScreenSpaceReflections"); #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform screenSpaceReflectionsContributeTransparent = new Uniform("_ScreenSpaceReflectionsContributeTransparent"); #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform diffuse = new Uniform("_Diffuse"); #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform specular = new Uniform("_Specular"); #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform specularIntensity = new Uniform("_SpecularIntensity"); #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform anisotropy = new Uniform("_Anisotropy"); #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform lightTransmissionIntensity = new Uniform("_LightTransmissionIntensity"); #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform environmentReflections = new Uniform("_EnvironmentReflections"); #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform fresnelHighlights = new Uniform("_FresnelHighlights"); #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform IndirectFade = new Uniform("_IndirectFade"); #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform alembicMotionVectors = new Uniform("_AlembicMotionVectors"); #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform stencil = new Uniform("_Stencil"); #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform renderPriority = new Uniform("_RenderPriority"); #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform stencilRef = new Uniform("_StencilRef"); #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform stencilReadMask = new Uniform("_StencilReadMask"); #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform stencilWriteMask = new Uniform("_StencilWriteMask"); #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform stencilComp = new Uniform("_StencilComp"); #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform stencilPass = new Uniform("_StencilPass"); #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform stencilFail = new Uniform("_StencilFail"); #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform stencilZFail = new Uniform("_StencilZFail"); ///////////////// // Outline // ///////////////// #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform outline = new Uniform("_Outline"); #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform outlineData = new Uniform("_OutlineData"); #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform outlineMap = new Uniform("_OutlineMap"); #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform outlineClipOffset = new Uniform("_OutlineClipOffset"); #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform outlineSize = new Uniform("_OutlineSize"); #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform outlineConstantSize = new Uniform("_OutlineConstantSize"); #if MK_TOON_OUTLINE_FADING_LINEAR || MK_TOON_OUTLINE_FADING_EXPONENTIAL || MK_TOON_OUTLINE_FADING_INVERSE_EXPONENTIAL #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform outlineFadeMin = new Uniform("_OutlineFadeMin"); #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform outlineFadeMax = new Uniform("_OutlineFadeMax"); #endif #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform outlineColor = new Uniform("_OutlineColor"); #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform outlineNoise = new Uniform("_OutlineNoise"); ///////////////// // Refraction // ///////////////// #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform refractionDistortionMapScale = new Uniform("_RefractionDistortionMapScale"); #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform refractionDistortionMap = new Uniform("_RefractionDistortionMap"); #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform refractionDistortion = new Uniform("_RefractionDistortion"); #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform indexOfRefraction = new Uniform("_IndexOfRefraction"); #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform refractionDistortionFade = new Uniform("_RefractionDistortionFade"); ///////////////// // Particles // ///////////////// #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform flipbook = new Uniform("_Flipbook"); #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform softFade = new Uniform("_SoftFade"); #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform softFadeNearDistance = new Uniform("_SoftFadeNearDistance"); #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform softFadeFarDistance = new Uniform("_SoftFadeFarDistance"); #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform cameraFade = new Uniform("_CameraFade"); #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform cameraFadeNearDistance = new Uniform("_CameraFadeNearDistance"); #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform cameraFadeFarDistance = new Uniform("_CameraFadeFarDistance"); #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform colorBlend = new Uniform("_ColorBlend"); ///////////////// // Editor Only // ///////////////// #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform initialized = new Uniform("_Initialized"); #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform optionsTab = new Uniform("_OptionsTab"); #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform inputTab = new Uniform("_InputTab"); #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform stylizeTab = new Uniform("_StylizeTab"); #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform advancedTab = new Uniform("_AdvancedTab"); #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform particlesTab = new Uniform("_ParticlesTab"); #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform outlineTab = new Uniform("_OutlineTab"); #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform refractionTab = new Uniform("_RefractionTab"); ///////////////// // System // ///////////////// #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform mainTex = new Uniform("_MainTex"); #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform cutoff = new Uniform("_Cutoff"); #if UNITY_6000_5_OR_NEWER [Unity.Scripting.LifecycleManagement.AutoStaticsCleanup] #endif public static readonly Uniform color = new Uniform("_Color"); } }