Files
2026-10-09 17:25:14 +03:00

731 lines
37 KiB
C#

//////////////////////////////////////////////////////
// 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");
}
}