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; } } }