The DependencyProperties that are bound to floating point shader constant registers can be any of the following types:
- Double
- Single ('float' in C#)
- Color
- Size
- Point
- Vector
- Point3D
- Vector3D
- Point4D
They each will go into their shader register filling up whatever number of components of that register are appropriate. For instance, Double and Single go into one component, Color into 4, Size, Point and Vector into 2, etc. Unfilled components are set to '1'.