示例#1
0
        public static void Initialize()
        {
            if (!initialized)
            {
                // 設定値を利用するため、LazyInitとする
                RenderQueue = new ShaderPropFloat(PropKey._SetManualRenderQueue, EditRange.renderQueue,
                                                  new float[] { 0, 5000f, }, PRESET_PM, 3000, 2000, 3000);

                Shininess = new ShaderPropFloat(PropKey._Shininess, EditRange.shininess,
                                                settings.shininessRange(), PRESET_RATIO, 0, 0, 0.1f, 0.5f, 1, 5);
                OutlineWidth = new ShaderPropFloat(PropKey._OutlineWidth, EditRange.outlineWidth,
                                                   settings.outlineWidthRange(), null, 0.0001f, 0.0001f, 0.001f, 0.002f);
                RimPower = new ShaderPropFloat(PropKey._RimPower, EditRange.rimPower,
                                               settings.rimPowerRange(), PRESET_INV, 0f, 0f, 25f, 50f, 100f);
                RimShift = new ShaderPropFloat(PropKey._RimShift, EditRange.rimShift,
                                               settings.rimShiftRange(), PRESET_RATIO, 0f, 0f, 0.25f, 0.5f, 1f);
                HiRate = new ShaderPropFloat(PropKey._HiRate, EditRange.hiRate,
                                             settings.hiRateRange(), PRESET_RATIO, 0f, 0f, 0.5f, 1.0f);
                HiPow = new ShaderPropFloat(PropKey._HiPow, EditRange.hiPow,
                                            settings.hiPowRange(), PRESET_RATIO, 0.001f, 0.001f, 1f, 50f);
                FloatValue1 = new ShaderPropFloat(PropKey._FloatValue1, EditRange.floatVal1,
                                                  settings.hiPowRange(), null, 10f, 0f, 100f, 200f);
                FloatValue2 = new ShaderPropFloat(PropKey._FloatValue2, EditRange.floatVal2,
                                                  settings.hiPowRange(), PRESET_INV, 1f, -15, 0f, 1f, 15f);
                FloatValue3 = new ShaderPropFloat(PropKey._FloatValue3, EditRange.floatVal3,
                                                  settings.hiPowRange(), PRESET_RATIO, 1f, 0f, 0.5f, 1f);
                Parallax = new ShaderPropFloat(PropKey._Parallax, "F4",
                                               new float[] { 0.005f, 0.08f, 0.001f, 0.1f }, PRESET_RATIO, 0.02f, 0.02f);
                Cutoff = new ShaderPropFloat(PropKey._Cutoff, "F3",
                                             new float[] { 0f, 1f, 0f, 1f }, PRESET_RATIO, 0f, 0f, 0.5f, 1f);
                EmissionLM     = new ShaderPropBool(PropKey._EmissionLM);
                UseMulticolTex = new ShaderPropBool(PropKey._UseMulticolTex);

                Strength = new ShaderPropFloat(PropKey._Strength, "F2",
                                               new float[] { 0f, 1f, 0f, 1f }, PRESET_RATIO, 0.2f, 0.2f);
                StencilComp = new ShaderPropFloat(PropKey._StencilComp, "F0",
                                                  new float[] { 0f, 255f, 0f, 255f }, PRESET_RATIO, 8f, 8f);
                Stencil = new ShaderPropFloat(PropKey._Stencil, "F0",
                                              new float[] { 0f, 255f, 0f, 255f }, PRESET_RATIO, 0f, 0f);
                StencilOp = new ShaderPropFloat(PropKey._StencilOp, "F0",
                                                new float[] { 0f, 255f, 0f, 255f }, PRESET_RATIO, 0f, 0f);
                StencilWriteMask = new ShaderPropFloat(PropKey._StencilWriteMask, "F0",
                                                       new float[] { 0f, 255f, 0f, 255f }, PRESET_RATIO, 255f, 255f);
                StencilReadMask = new ShaderPropFloat(PropKey._StencilReadMask, "F0",
                                                      new float[] { 0f, 255f, 0f, 255f }, PRESET_RATIO, 255f, 255f);
                ColorMask = new ShaderPropFloat(PropKey._ColorMask, "F0",
                                                new float[] { 0f, 255f, 0f, 255f }, PRESET_RATIO, 255f, 255f);
                EnvAlpha = new ShaderPropFloat(PropKey._EnvAlpha, "F1",
                                               new float[] { 0f, 1f, 0f, 1f }, PRESET_RATIO, 0f, 0f);
                EnvAdd = new ShaderPropFloat(PropKey._EnvAdd, "F1",
                                             new float[] { 1f, 2f, 1f, 2f }, PRESET_RATIO, 1f, 1f);

                initialized = true;
            }
        }
        public static void Initialize() {
            if (!initialized) {
                // 設定値を利用するため、LazyInitとする
                RenderQueue      = new ShaderPropFloat(PropKey._SetManualRenderQueue, EditRange.renderQueue,
                                                       new float[]{0, 5000f,}, null, 3000, 3000, 3100, 3200, 3300);

                Shininess        = new ShaderPropFloat(PropKey._Shininess, EditRange.shininess,
                                                       settings.shininessRange(), FLAG_RATIO, 0, 0, 0.1f, 0.5f, 1, 5);
                OutlineWidth     = new ShaderPropFloat(PropKey._OutlineWidth, EditRange.outlineWidth,
                                                       settings.outlineWidthRange(), null, 0.0001f, 0.0001f, 0.001f, 0.002f);
                RimPower         = new ShaderPropFloat(PropKey._RimPower, EditRange.rimPower,
                                                       settings.rimPowerRange(), FLAG_INV, 0f, 0f, 25f, 50f, 100f);
                RimShift         = new ShaderPropFloat(PropKey._RimShift, EditRange.rimShift,
                                                       settings.rimShiftRange(), FLAG_RATIO, 0f, 0f, 0.25f, 0.5f, 1f);
                HiRate           = new ShaderPropFloat(PropKey._HiRate, EditRange.hiRate, 
                                                       settings.hiRateRange(), FLAG_RATIO, 0f, 0f, 0.5f, 1.0f);
                HiPow            = new ShaderPropFloat(PropKey._HiPow, EditRange.hiPow,
                                                       settings.hiPowRange(), FLAG_RATIO,  0.001f, 0.001f, 1f, 50f);
                FloatValue1      = new ShaderPropFloat(PropKey._FloatValue1, EditRange.floatVal1,
                                                       settings.hiPowRange(), null,  10f, 0f, 100f, 200f);
                FloatValue2      = new ShaderPropFloat(PropKey._FloatValue2, EditRange.floatVal2,
                                                       settings.hiPowRange(), FLAG_INV,  1f, -15, 0f, 1f, 15f);
                FloatValue3      = new ShaderPropFloat(PropKey._FloatValue3, EditRange.floatVal3,
                                                       settings.hiPowRange(), FLAG_RATIO,  1f, 0f, 0.5f, 1f);
                Parallax         = new ShaderPropFloat(PropKey._Parallax, "F4",
                                                       new float[] {0.005f, 0.08f, 0.001f, 0.1f}, FLAG_RATIO, 0.02f, 0.02f);
                Cutoff           = new ShaderPropFloat(PropKey._Cutoff, "F3",
                                                       new float[] {0f, 1f, 0f, 1f}, FLAG_RATIO, 0.5f, 0.5f);
                EmissionLM       = new ShaderPropBool(PropKey._EmissionLM);
                UseMulticolTex   = new ShaderPropBool(PropKey._UseMulticolTex);

                Strength         = new ShaderPropFloat(PropKey._Strength, "F2",
                                                       new float[] {0f, 1f, 0f, 1f}, FLAG_RATIO, 0.2f, 0.2f);
                StencilComp      = new ShaderPropFloat(PropKey._StencilComp, "F0",
                                                       new float[] {0f, 255f, 0f, 255f}, FLAG_RATIO, 8f, 8f);
                Stencil          = new ShaderPropFloat(PropKey._Stencil, "F0",
                                                       new float[] {0f, 255f, 0f, 255f}, FLAG_RATIO, 0f, 0f);
                StencilOp        = new ShaderPropFloat(PropKey._StencilOp, "F0",
                                                       new float[] {0f, 255f, 0f, 255f}, FLAG_RATIO, 0f, 0f);
                StencilWriteMask = new ShaderPropFloat(PropKey._StencilWriteMask, "F0",
                                                       new float[] {0f, 255f, 0f, 255f}, FLAG_RATIO, 255f, 255f);
                StencilReadMask  = new ShaderPropFloat(PropKey._StencilReadMask, "F0",
                                                       new float[] {0f, 255f, 0f, 255f}, FLAG_RATIO, 255f, 255f);
                ColorMask        = new ShaderPropFloat(PropKey._ColorMask, "F0",
                                                       new float[] {0f, 255f, 0f, 255f}, FLAG_RATIO, 255f, 255f);
                EnvAlpha         = new ShaderPropFloat(PropKey._EnvAlpha, "F1",
                                                       new float[] {0f, 1f, 0f, 1f}, FLAG_RATIO, 0f, 0f);
                EnvAdd           = new ShaderPropFloat(PropKey._EnvAdd, "F1",
                                                       new float[] {1f, 2f, 1f, 2f}, FLAG_RATIO, 1f, 1f);

                initialized = true;
            }
        }
        public static void Initialize()
        {
            if (_initialized)
            {
                return;
            }

            // 設定値を利用するため、LazyInitとする
            RenderQueue = new ShaderPropFloat(PropKey._SetManualRenderQueue, EditRange.renderQueue,
                                              new[] { 0, 5000f, }, PRESET_PM, 3000, 2000, 3000);

            Shininess = new ShaderPropFloat(PropKey._Shininess, EditRange.shininess,
                                            settings.shininessRange(), PRESET_RATIO, 0, 0, 0.1f, 0.5f, 1, 5);
            OutlineWidth = new ShaderPropFloat(PropKey._OutlineWidth, EditRange.outlineWidth,
                                               settings.outlineWidthRange(), null, 0.0001f, 0.0001f, 0.001f, 0.002f);
            RimPower = new ShaderPropFloat(PropKey._RimPower, EditRange.rimPower,
                                           settings.rimPowerRange(), PRESET_INV, 0f, 0f, 25f, 50f, 100f);
            RimShift = new ShaderPropFloat(PropKey._RimShift, EditRange.rimShift,
                                           settings.rimShiftRange(), PRESET_RATIO, 0f, 0f, 0.25f, 0.5f, 1f);
            HiRate = new ShaderPropFloat(PropKey._HiRate, EditRange.hiRate,
                                         settings.hiRateRange(), PRESET_RATIO, 0f, 0f, 0.5f, 1.0f);
            HiPow = new ShaderPropFloat(PropKey._HiPow, EditRange.hiPow,
                                        settings.hiPowRange(), PRESET_RATIO, 0.001f, 0.001f, 1f, 50f);
            FloatValue1 = new ShaderPropFloat(PropKey._FloatValue1, EditRange.floatVal1,
                                              settings.hiPowRange(), null, 10f, 0f, 100f, 200f);
            FloatValue2 = new ShaderPropFloat(PropKey._FloatValue2, EditRange.floatVal2,
                                              settings.hiPowRange(), PRESET_INV, 1f, -15, 0f, 1f, 15f);
            FloatValue3 = new ShaderPropFloat(PropKey._FloatValue3, EditRange.floatVal3,
                                              settings.hiPowRange(), PRESET_RATIO, 1f, 0f, 0.5f, 1f);
            Parallax = new ShaderPropFloat(PropKey._Parallax, "F3",
                                           new[] { 0.005f, 0.08f, 0.001f, 0.1f }, PRESET_RATIO, 0.02f, 0.02f);
            Cutoff = new ShaderPropFloat(PropKey._Cutoff, "F3",
                                         new[] { 0f, 1f, 0f, 1f }, PRESET_RATIO, 0.5f, 0f, 0.5f, 1f);
            Cutout = new ShaderPropFloat(PropKey._Cutout, "F3",
                                         new[] { 0f, 1f, 0f, 1f }, PRESET_RATIO, 0.5f, 0f, 0.5f, 1f);
            EmissionLM     = new ShaderPropBool(PropKey._EmissionLM);
            UseMulticolTex = new ShaderPropBool(PropKey._UseMulticolTex);
            ZTest          = new ShaderPropEnum(PropKey._ZTest, typeof(CompareFunction), 4, 0, 8);
            ZTest2         = new ShaderPropBool(PropKey._ZTest2);
            ZTest2Alpha    = new ShaderPropFloat(PropKey._ZTest2Alpha, "F3",
                                                 new[] { 0f, 1f, 0f, 1f }, PRESET_RATIO, 0.8f, 0f, 0.8f, 1f);

            Strength = new ShaderPropFloat(PropKey._Strength, "F2",
                                           new[] { 0f, 1f, 0f, 1f }, PRESET_RATIO, 0.2f, 0.2f);
            StencilComp = new ShaderPropFloat(PropKey._StencilComp, "F0",
                                              new[] { 0f, 255f, 0f, 255f }, PRESET_RATIO, 8f, 8f);
            Stencil = new ShaderPropFloat(PropKey._Stencil, "F0",
                                          new[] { 0f, 255f, 0f, 255f }, PRESET_RATIO, 0f, 0f);
            StencilOp = new ShaderPropFloat(PropKey._StencilOp, "F0",
                                            new[] { 0f, 255f, 0f, 255f }, PRESET_RATIO, 0f, 0f);
            StencilWriteMask = new ShaderPropFloat(PropKey._StencilWriteMask, "F0",
                                                   new[] { 0f, 255f, 0f, 255f }, PRESET_RATIO, 255f, 255f);
            StencilReadMask = new ShaderPropFloat(PropKey._StencilReadMask, "F0",
                                                  new[] { 0f, 255f, 0f, 255f }, PRESET_RATIO, 255f, 255f);
            ColorMask = new ShaderPropFloat(PropKey._ColorMask, "F0",
                                            new[] { 0f, 255f, 0f, 255f }, PRESET_RATIO, 255f, 255f);
            EnvAlpha = new ShaderPropFloat(PropKey._EnvAlpha, "F1",
                                           new[] { 0f, 1f, 0f, 1f }, PRESET_RATIO, 0f, 0f);
            EnvAdd = new ShaderPropFloat(PropKey._EnvAdd, "F1",
                                         new[] { 1f, 2f, 1f, 2f }, PRESET_RATIO, 1f, 1f);

            Glossiness = new ShaderPropFloat(PropKey._Glossiness, "F3",
                                             new[] { 0f, 1f, 0f, 1f }, PRESET_RATIO, 0.5f, 0f, 0.5f, 1f);
            GlossMapScale = new ShaderPropFloat(PropKey._GlossMapScale, "F3",
                                                new[] { 0f, 1f, 0f, 1f }, PRESET_RATIO, 1f, 0f, 0.5f, 1f);
            SmoothnessTexChannel = new ShaderPropEnum(PropKey._SmoothnessTextureChannel,
                                                      new[] { "Metallic Alpha", "Albedo Alpha" }, 0, 0, 1);
            EmissionScaleUI = new ShaderPropFloat(PropKey._EmissionScaleUI, "F3",
                                                  new[] { 0f, 1f, 0f, 1f }, PRESET_RATIO, 0f, 0f, 0.5f, 1f);
            Metallic = new ShaderPropFloat(PropKey._Metallic, "F3",
                                           new[] { 0f, 1f, 0f, 1f }, PRESET_RATIO, 0f, 0f, 0.5f, 1f);
            BumpScale = new ShaderPropFloat(PropKey._BumpScale, "F3",
                                            new[] { 0.1f, 10f, 0.01f, 100f }, PRESET_RATIO, 1f, 0.1f, 1f, 10f);
            OcclusionStrength = new ShaderPropFloat(PropKey._OcclusionStrength, "F3",
                                                    new[] { 0f, 1f, 0f, 1f }, PRESET_RATIO, 1f, 0f, 0.5f, 1f);
            DetailNormalMapScale = new ShaderPropFloat(PropKey._DetailNormalMapScale, "F3",
                                                       new[] { 0.1f, 10f, 0.01f, 100f }, PRESET_RATIO, 1f, 0.1f, 1f, 10f);
            Mode = new ShaderPropFloat(PropKey._Mode, "F0",
                                       new[] { 0f, 4f, 0f, 4f }, PRESET_EMPTY, 0f, 4f);
            ZWrite = new ShaderPropFloat(PropKey._ZWrite, "F0",
                                         new[] { 0f, 1f, 0f, 1f }, PRESET_EMPTY, 0f, 1f);
            // UV Set for secondary textures
            UVSec               = new ShaderPropEnum(PropKey._UVSec, new[] { "UV0", "UV1" }, 0, 0, 1);
            SrcBlend            = new ShaderPropEnum(PropKey._SrcBlend, typeof(BlendMode), 0, 0, 1);
            DstBlend            = new ShaderPropEnum(PropKey._DstBlend, typeof(BlendMode), 1, 0, 1);
            SpecularHeighlights = new ShaderPropBool(PropKey._SpecularHighlights);
            GlossyReflections   = new ShaderPropBool(PropKey._GlossyReflections);

            _initialized = true;
        }