using System.Collections; using System.Collections.Generic; using UnityEngine; namespace FlexibleCelShader { [System.Serializable] public class PresetDataConainer : System.Object { public float _ColorR; public float _ColorG; public float _ColorB; public float _RampLevels; public float _LightScalar; public float _HighColorR; public float _HighColorG; public float _HighColorB; public float _HighIntensity; public float _LowColorR; public float _LowColorG; public float _LowColorB; public float _LowIntensity; public float _OutlineColorR; public float _OutlineColorG; public float _OutlineColorB; public float _OutlineSize; public float _RimColorR; public float _RimColorG; public float _RimColorB; public float _RimAlpha; public float _RimPower; public float _RimDropOff; public float _FresnelColorR; public float _FresnelColorG; public float _FresnelColorB; public float _FresnelBrightness; public float _FresnelPower; public float _FresnelShadowDropoff; public float _GradYCap; public float _GradIntensity; } }