using UnityEngine;
namespace FairyGUI
{
///
///
///
public static class ShaderConfig
{
///
///
///
///
///
public delegate Shader GetFunction(string name);
///
///
///
public static GetFunction Get = Shader.Find;
///
///
///
public static string imageShader = "FairyGUI/Image";
///
///
///
public static string textShader = "FairyGUI/Text";
///
///
///
public static string bmFontShader = "FairyGUI/BMFont";
///
///
///
public static string TMPFontShader = "FairyGUI/TMP";
public static int ID_ClipBox;
public static int ID_ClipSoftness;
public static int ID_AlphaTex;
public static int ID_StencilComp;
public static int ID_Stencil;
public static int ID_StencilOp;
public static int ID_StencilReadMask;
public static int ID_ColorMask;
public static int ID_ColorMatrix;
public static int ID_ColorOffset;
public static int ID_BlendSrcFactor;
public static int ID_BlendDstFactor;
public static int ID_ColorOption;
public static int ID_Stencil2;
static ShaderConfig()
{
ID_ClipBox = Shader.PropertyToID("_ClipBox");
ID_ClipSoftness = Shader.PropertyToID("_ClipSoftness");
ID_AlphaTex = Shader.PropertyToID("_AlphaTex");
ID_StencilComp = Shader.PropertyToID("_StencilComp");
ID_Stencil = Shader.PropertyToID("_Stencil");
ID_StencilOp = Shader.PropertyToID("_StencilOp");
ID_StencilReadMask = Shader.PropertyToID("_StencilReadMask");
ID_ColorMask = Shader.PropertyToID("_ColorMask");
ID_ColorMatrix = Shader.PropertyToID("_ColorMatrix");
ID_ColorOffset = Shader.PropertyToID("_ColorOffset");
ID_BlendSrcFactor = Shader.PropertyToID("_BlendSrcFactor");
ID_BlendDstFactor = Shader.PropertyToID("_BlendDstFactor");
ID_ColorOption = Shader.PropertyToID("_ColorOption");
ID_Stencil2 = Shader.PropertyToID("_StencilRef");
}
///
///
///
///
///
public static Shader GetShader(string name)
{
Shader shader = Get(name);
if (shader == null)
{
Debug.LogWarning("FairyGUI: shader not found: " + name);
shader = Shader.Find("UI/Default");
}
shader.hideFlags = DisplayObject.hideFlags;
return shader;
}
}
}