UniVRM/Core/Scripts/PreExportShaderProps/Standard.cs
ousttrue 2a19c831f8 Squashed 'UniGLTF/' content from commit 690847a
git-subtree-dir: UniGLTF
git-subtree-split: 690847a1a5a0bd3df55187e1f1cb6f338c09225b
2018-12-28 19:53:19 +09:00

53 lines
2.3 KiB
C#

using System.Collections.Generic;
namespace UniGLTF.ShaderPropExporter
{
public static partial class PreShaderPropExporter
{
[PreExportShader]
static KeyValuePair<string, ShaderProps> Standard
{
get
{
return new KeyValuePair<string, ShaderProps>(
"Standard",
new ShaderProps
{
Properties = new ShaderProperty[]{
new ShaderProperty("_Color", ShaderPropertyType.Color)
,new ShaderProperty("_MainTex", ShaderPropertyType.TexEnv)
,new ShaderProperty("_Cutoff", ShaderPropertyType.Range)
,new ShaderProperty("_Glossiness", ShaderPropertyType.Range)
,new ShaderProperty("_GlossMapScale", ShaderPropertyType.Range)
,new ShaderProperty("_SmoothnessTextureChannel", ShaderPropertyType.Float)
,new ShaderProperty("_Metallic", ShaderPropertyType.Range)
,new ShaderProperty("_MetallicGlossMap", ShaderPropertyType.TexEnv)
,new ShaderProperty("_SpecularHighlights", ShaderPropertyType.Float)
,new ShaderProperty("_GlossyReflections", ShaderPropertyType.Float)
,new ShaderProperty("_BumpScale", ShaderPropertyType.Float)
,new ShaderProperty("_BumpMap", ShaderPropertyType.TexEnv)
,new ShaderProperty("_Parallax", ShaderPropertyType.Range)
,new ShaderProperty("_ParallaxMap", ShaderPropertyType.TexEnv)
,new ShaderProperty("_OcclusionStrength", ShaderPropertyType.Range)
,new ShaderProperty("_OcclusionMap", ShaderPropertyType.TexEnv)
,new ShaderProperty("_EmissionColor", ShaderPropertyType.Color)
,new ShaderProperty("_EmissionMap", ShaderPropertyType.TexEnv)
,new ShaderProperty("_DetailMask", ShaderPropertyType.TexEnv)
,new ShaderProperty("_DetailAlbedoMap", ShaderPropertyType.TexEnv)
,new ShaderProperty("_DetailNormalMapScale", ShaderPropertyType.Float)
,new ShaderProperty("_DetailNormalMap", ShaderPropertyType.TexEnv)
,new ShaderProperty("_UVSec", ShaderPropertyType.Float)
,new ShaderProperty("_Mode", ShaderPropertyType.Float)
,new ShaderProperty("_SrcBlend", ShaderPropertyType.Float)
,new ShaderProperty("_DstBlend", ShaderPropertyType.Float)
,new ShaderProperty("_ZWrite", ShaderPropertyType.Float)
}
}
);
}
}
}
}