rj-action-library/Runtime/Reallusion/Shaders/Hair/Variants/CCHairScissorMaterial.cs

222 lines
18 KiB
C#
Raw Normal View History

using Godot;
namespace Rokojori
{
// Generated by ShaderClassGenerator
public class CCHairScissorShader
{
public static readonly CachedResource<Shader> shader = new CachedResource<Shader>(
"res://addons/rokojori_action_library/Runtime/Reallusion/Shaders/Hair/Variants/CCHairScissor.gdshader"
);
public static readonly BoolPropertyName enabled = BoolPropertyName.Create( "enabled" );
public static readonly ColorPropertyName albedo = ColorPropertyName.Create( "albedo" );
public static readonly Texture2DPropertyName textureAlbedo = Texture2DPropertyName.Create( "texture_albedo" );
public static readonly Vector3PropertyName hslOffset = Vector3PropertyName.Create( "hslOffset" );
public static readonly Texture2DPropertyName textureBlend = Texture2DPropertyName.Create( "texture_blend" );
public static readonly FloatPropertyName blendAmount = FloatPropertyName.Create( "blendAmount" );
public static readonly FloatPropertyName naturalColors = FloatPropertyName.Create( "naturalColors" );
public static readonly Texture2DPropertyName textureOpacity = Texture2DPropertyName.Create( "texture_opacity" );
public static readonly FloatPropertyName opacity = FloatPropertyName.Create( "opacity" );
public static readonly FloatPropertyName opacityGamma = FloatPropertyName.Create( "opacityGamma" );
public static readonly FloatPropertyName alphaScissorTreshold = FloatPropertyName.Create( "alphaScissorTreshold" );
public static readonly Texture2DPropertyName rootMap = Texture2DPropertyName.Create( "rootMap" );
public static readonly Texture2DPropertyName flowMap = Texture2DPropertyName.Create( "flowMap" );
public static readonly Texture2DPropertyName idMap = Texture2DPropertyName.Create( "idMap" );
public static readonly FloatPropertyName diffuseStrength = FloatPropertyName.Create( "diffuseStrength" );
public static readonly FloatPropertyName vertexColorStrength = FloatPropertyName.Create( "vertexColorStrength" );
public static readonly ColorPropertyName vertexGreyToColor = ColorPropertyName.Create( "vertexGreyToColor" );
public static readonly BoolPropertyName activateHairColor = BoolPropertyName.Create( "activateHairColor" );
public static readonly FloatPropertyName baseColorMapStrength = FloatPropertyName.Create( "baseColorMapStrength" );
public static readonly ColorPropertyName strandRootColor = ColorPropertyName.Create( "strandRootColor" );
public static readonly FloatPropertyName strandRootStrength = FloatPropertyName.Create( "strandRootStrength" );
public static readonly ColorPropertyName strandEndColor = ColorPropertyName.Create( "strandEndColor" );
public static readonly FloatPropertyName strandEndStrength = FloatPropertyName.Create( "strandEndStrength" );
public static readonly FloatPropertyName strandGamma = FloatPropertyName.Create( "strandGamma" );
public static readonly FloatPropertyName maximumHighlightAmount = FloatPropertyName.Create( "maximumHighlightAmount" );
public static readonly ColorPropertyName highlightAColor = ColorPropertyName.Create( "highlightAColor" );
public static readonly FloatPropertyName highlightAStrength = FloatPropertyName.Create( "highlightAStrength" );
public static readonly Vector3PropertyName highlightARange = Vector3PropertyName.Create( "highlightARange" );
public static readonly FloatPropertyName highlightAOverlapEnd = FloatPropertyName.Create( "highlightAOverlapEnd" );
public static readonly FloatPropertyName highlightAInvert = FloatPropertyName.Create( "highlightAInvert" );
public static readonly FloatPropertyName highlightAFadeOutStart = FloatPropertyName.Create( "highlightAFadeOutStart" );
public static readonly FloatPropertyName highlightAFadeOutRange = FloatPropertyName.Create( "highlightAFadeOutRange" );
public static readonly FloatPropertyName highlightAFadeOutPower = FloatPropertyName.Create( "highlightAFadeOutPower" );
public static readonly FloatPropertyName highlightAFadeOutAmount = FloatPropertyName.Create( "highlightAFadeOutAmount" );
public static readonly ColorPropertyName highlightBColor = ColorPropertyName.Create( "highlightBColor" );
public static readonly FloatPropertyName highlightBStrength = FloatPropertyName.Create( "highlightBStrength" );
public static readonly Vector3PropertyName highlightBRange = Vector3PropertyName.Create( "highlightBRange" );
public static readonly FloatPropertyName highlightBOverlapEnd = FloatPropertyName.Create( "highlightBOverlapEnd" );
public static readonly FloatPropertyName highlightBInvert = FloatPropertyName.Create( "highlightBInvert" );
public static readonly FloatPropertyName highlightBFadeOutStart = FloatPropertyName.Create( "highlightBFadeOutStart" );
public static readonly FloatPropertyName highlightBFadeOutRange = FloatPropertyName.Create( "highlightBFadeOutRange" );
public static readonly FloatPropertyName highlightBFadeOutPower = FloatPropertyName.Create( "highlightBFadeOutPower" );
public static readonly FloatPropertyName highlightBFadeOutAmount = FloatPropertyName.Create( "highlightBFadeOutAmount" );
public static readonly FloatPropertyName roughness = FloatPropertyName.Create( "roughness" );
public static readonly FloatPropertyName roughnessOffset = FloatPropertyName.Create( "roughnessOffset" );
public static readonly Texture2DPropertyName textureRoughness = Texture2DPropertyName.Create( "texture_roughness" );
public static readonly FloatPropertyName metallic = FloatPropertyName.Create( "metallic" );
public static readonly FloatPropertyName metallicOffset = FloatPropertyName.Create( "metallicOffset" );
public static readonly Texture2DPropertyName textureMetallic = Texture2DPropertyName.Create( "texture_metallic" );
public static readonly FloatPropertyName specular = FloatPropertyName.Create( "specular" );
public static readonly Texture2DPropertyName textureEmission = Texture2DPropertyName.Create( "texture_emission" );
public static readonly ColorPropertyName emission = ColorPropertyName.Create( "emission" );
public static readonly FloatPropertyName emissionEnergy = FloatPropertyName.Create( "emission_energy" );
public static readonly ColorPropertyName backlight = ColorPropertyName.Create( "backlight" );
public static readonly FloatPropertyName albedoToBacklightAmount = FloatPropertyName.Create( "albedoToBacklightAmount" );
public static readonly Texture2DPropertyName textureBacklight = Texture2DPropertyName.Create( "texture_backlight" );
public static readonly Texture2DPropertyName textureAmbientOcclusion = Texture2DPropertyName.Create( "texture_ambient_occlusion" );
public static readonly FloatPropertyName aoLightAffect = FloatPropertyName.Create( "ao_light_affect" );
public static readonly FloatPropertyName ambientOcclusion = FloatPropertyName.Create( "ambientOcclusion" );
public static readonly FloatPropertyName aoGamma = FloatPropertyName.Create( "aoGamma" );
public static readonly FloatPropertyName rootOcclusionAmount = FloatPropertyName.Create( "rootOcclusionAmount" );
public static readonly FloatPropertyName rootOcclusionRange = FloatPropertyName.Create( "rootOcclusionRange" );
public static readonly FloatPropertyName endOcclusionAmount = FloatPropertyName.Create( "endOcclusionAmount" );
public static readonly FloatPropertyName endOcclusionRange = FloatPropertyName.Create( "endOcclusionRange" );
}
[Tool]
public partial class CCHairScissorMaterial:CustomMaterial
{
public readonly CustomMaterialProperty<bool> enabled;
public readonly CustomMaterialProperty<Color> albedo;
public readonly CustomMaterialProperty<Texture2D> textureAlbedo;
public readonly CustomMaterialProperty<Vector3> hslOffset;
public readonly CustomMaterialProperty<Texture2D> textureBlend;
public readonly CustomMaterialProperty<float> blendAmount;
public readonly CustomMaterialProperty<float> naturalColors;
public readonly CustomMaterialProperty<Texture2D> textureOpacity;
public readonly CustomMaterialProperty<float> opacity;
public readonly CustomMaterialProperty<float> opacityGamma;
public readonly CustomMaterialProperty<float> alphaScissorTreshold;
public readonly CustomMaterialProperty<Texture2D> rootMap;
public readonly CustomMaterialProperty<Texture2D> flowMap;
public readonly CustomMaterialProperty<Texture2D> idMap;
public readonly CustomMaterialProperty<float> diffuseStrength;
public readonly CustomMaterialProperty<float> vertexColorStrength;
public readonly CustomMaterialProperty<Color> vertexGreyToColor;
public readonly CustomMaterialProperty<bool> activateHairColor;
public readonly CustomMaterialProperty<float> baseColorMapStrength;
public readonly CustomMaterialProperty<Color> strandRootColor;
public readonly CustomMaterialProperty<float> strandRootStrength;
public readonly CustomMaterialProperty<Color> strandEndColor;
public readonly CustomMaterialProperty<float> strandEndStrength;
public readonly CustomMaterialProperty<float> strandGamma;
public readonly CustomMaterialProperty<float> maximumHighlightAmount;
public readonly CustomMaterialProperty<Color> highlightAColor;
public readonly CustomMaterialProperty<float> highlightAStrength;
public readonly CustomMaterialProperty<Vector3> highlightARange;
public readonly CustomMaterialProperty<float> highlightAOverlapEnd;
public readonly CustomMaterialProperty<float> highlightAInvert;
public readonly CustomMaterialProperty<float> highlightAFadeOutStart;
public readonly CustomMaterialProperty<float> highlightAFadeOutRange;
public readonly CustomMaterialProperty<float> highlightAFadeOutPower;
public readonly CustomMaterialProperty<float> highlightAFadeOutAmount;
public readonly CustomMaterialProperty<Color> highlightBColor;
public readonly CustomMaterialProperty<float> highlightBStrength;
public readonly CustomMaterialProperty<Vector3> highlightBRange;
public readonly CustomMaterialProperty<float> highlightBOverlapEnd;
public readonly CustomMaterialProperty<float> highlightBInvert;
public readonly CustomMaterialProperty<float> highlightBFadeOutStart;
public readonly CustomMaterialProperty<float> highlightBFadeOutRange;
public readonly CustomMaterialProperty<float> highlightBFadeOutPower;
public readonly CustomMaterialProperty<float> highlightBFadeOutAmount;
public readonly CustomMaterialProperty<float> roughness;
public readonly CustomMaterialProperty<float> roughnessOffset;
public readonly CustomMaterialProperty<Texture2D> textureRoughness;
public readonly CustomMaterialProperty<float> metallic;
public readonly CustomMaterialProperty<float> metallicOffset;
public readonly CustomMaterialProperty<Texture2D> textureMetallic;
public readonly CustomMaterialProperty<float> specular;
public readonly CustomMaterialProperty<Texture2D> textureEmission;
public readonly CustomMaterialProperty<Color> emission;
public readonly CustomMaterialProperty<float> emissionEnergy;
public readonly CustomMaterialProperty<Color> backlight;
public readonly CustomMaterialProperty<float> albedoToBacklightAmount;
public readonly CustomMaterialProperty<Texture2D> textureBacklight;
public readonly CustomMaterialProperty<Texture2D> textureAmbientOcclusion;
public readonly CustomMaterialProperty<float> aoLightAffect;
public readonly CustomMaterialProperty<float> ambientOcclusion;
public readonly CustomMaterialProperty<float> aoGamma;
public readonly CustomMaterialProperty<float> rootOcclusionAmount;
public readonly CustomMaterialProperty<float> rootOcclusionRange;
public readonly CustomMaterialProperty<float> endOcclusionAmount;
public readonly CustomMaterialProperty<float> endOcclusionRange;
public CCHairScissorMaterial()
{
Shader = CCHairScissorShader.shader.Get();
enabled = new CustomMaterialProperty<bool>( this, CCHairScissorShader.enabled );
albedo = new CustomMaterialProperty<Color>( this, CCHairScissorShader.albedo );
textureAlbedo = new CustomMaterialProperty<Texture2D>( this, CCHairScissorShader.textureAlbedo );
hslOffset = new CustomMaterialProperty<Vector3>( this, CCHairScissorShader.hslOffset );
textureBlend = new CustomMaterialProperty<Texture2D>( this, CCHairScissorShader.textureBlend );
blendAmount = new CustomMaterialProperty<float>( this, CCHairScissorShader.blendAmount );
naturalColors = new CustomMaterialProperty<float>( this, CCHairScissorShader.naturalColors );
textureOpacity = new CustomMaterialProperty<Texture2D>( this, CCHairScissorShader.textureOpacity );
opacity = new CustomMaterialProperty<float>( this, CCHairScissorShader.opacity );
opacityGamma = new CustomMaterialProperty<float>( this, CCHairScissorShader.opacityGamma );
alphaScissorTreshold = new CustomMaterialProperty<float>( this, CCHairScissorShader.alphaScissorTreshold );
rootMap = new CustomMaterialProperty<Texture2D>( this, CCHairScissorShader.rootMap );
flowMap = new CustomMaterialProperty<Texture2D>( this, CCHairScissorShader.flowMap );
idMap = new CustomMaterialProperty<Texture2D>( this, CCHairScissorShader.idMap );
diffuseStrength = new CustomMaterialProperty<float>( this, CCHairScissorShader.diffuseStrength );
vertexColorStrength = new CustomMaterialProperty<float>( this, CCHairScissorShader.vertexColorStrength );
vertexGreyToColor = new CustomMaterialProperty<Color>( this, CCHairScissorShader.vertexGreyToColor );
activateHairColor = new CustomMaterialProperty<bool>( this, CCHairScissorShader.activateHairColor );
baseColorMapStrength = new CustomMaterialProperty<float>( this, CCHairScissorShader.baseColorMapStrength );
strandRootColor = new CustomMaterialProperty<Color>( this, CCHairScissorShader.strandRootColor );
strandRootStrength = new CustomMaterialProperty<float>( this, CCHairScissorShader.strandRootStrength );
strandEndColor = new CustomMaterialProperty<Color>( this, CCHairScissorShader.strandEndColor );
strandEndStrength = new CustomMaterialProperty<float>( this, CCHairScissorShader.strandEndStrength );
strandGamma = new CustomMaterialProperty<float>( this, CCHairScissorShader.strandGamma );
maximumHighlightAmount = new CustomMaterialProperty<float>( this, CCHairScissorShader.maximumHighlightAmount );
highlightAColor = new CustomMaterialProperty<Color>( this, CCHairScissorShader.highlightAColor );
highlightAStrength = new CustomMaterialProperty<float>( this, CCHairScissorShader.highlightAStrength );
highlightARange = new CustomMaterialProperty<Vector3>( this, CCHairScissorShader.highlightARange );
highlightAOverlapEnd = new CustomMaterialProperty<float>( this, CCHairScissorShader.highlightAOverlapEnd );
highlightAInvert = new CustomMaterialProperty<float>( this, CCHairScissorShader.highlightAInvert );
highlightAFadeOutStart = new CustomMaterialProperty<float>( this, CCHairScissorShader.highlightAFadeOutStart );
highlightAFadeOutRange = new CustomMaterialProperty<float>( this, CCHairScissorShader.highlightAFadeOutRange );
highlightAFadeOutPower = new CustomMaterialProperty<float>( this, CCHairScissorShader.highlightAFadeOutPower );
highlightAFadeOutAmount = new CustomMaterialProperty<float>( this, CCHairScissorShader.highlightAFadeOutAmount );
highlightBColor = new CustomMaterialProperty<Color>( this, CCHairScissorShader.highlightBColor );
highlightBStrength = new CustomMaterialProperty<float>( this, CCHairScissorShader.highlightBStrength );
highlightBRange = new CustomMaterialProperty<Vector3>( this, CCHairScissorShader.highlightBRange );
highlightBOverlapEnd = new CustomMaterialProperty<float>( this, CCHairScissorShader.highlightBOverlapEnd );
highlightBInvert = new CustomMaterialProperty<float>( this, CCHairScissorShader.highlightBInvert );
highlightBFadeOutStart = new CustomMaterialProperty<float>( this, CCHairScissorShader.highlightBFadeOutStart );
highlightBFadeOutRange = new CustomMaterialProperty<float>( this, CCHairScissorShader.highlightBFadeOutRange );
highlightBFadeOutPower = new CustomMaterialProperty<float>( this, CCHairScissorShader.highlightBFadeOutPower );
highlightBFadeOutAmount = new CustomMaterialProperty<float>( this, CCHairScissorShader.highlightBFadeOutAmount );
roughness = new CustomMaterialProperty<float>( this, CCHairScissorShader.roughness );
roughnessOffset = new CustomMaterialProperty<float>( this, CCHairScissorShader.roughnessOffset );
textureRoughness = new CustomMaterialProperty<Texture2D>( this, CCHairScissorShader.textureRoughness );
metallic = new CustomMaterialProperty<float>( this, CCHairScissorShader.metallic );
metallicOffset = new CustomMaterialProperty<float>( this, CCHairScissorShader.metallicOffset );
textureMetallic = new CustomMaterialProperty<Texture2D>( this, CCHairScissorShader.textureMetallic );
specular = new CustomMaterialProperty<float>( this, CCHairScissorShader.specular );
textureEmission = new CustomMaterialProperty<Texture2D>( this, CCHairScissorShader.textureEmission );
emission = new CustomMaterialProperty<Color>( this, CCHairScissorShader.emission );
emissionEnergy = new CustomMaterialProperty<float>( this, CCHairScissorShader.emissionEnergy );
backlight = new CustomMaterialProperty<Color>( this, CCHairScissorShader.backlight );
albedoToBacklightAmount = new CustomMaterialProperty<float>( this, CCHairScissorShader.albedoToBacklightAmount );
textureBacklight = new CustomMaterialProperty<Texture2D>( this, CCHairScissorShader.textureBacklight );
textureAmbientOcclusion = new CustomMaterialProperty<Texture2D>( this, CCHairScissorShader.textureAmbientOcclusion );
aoLightAffect = new CustomMaterialProperty<float>( this, CCHairScissorShader.aoLightAffect );
ambientOcclusion = new CustomMaterialProperty<float>( this, CCHairScissorShader.ambientOcclusion );
aoGamma = new CustomMaterialProperty<float>( this, CCHairScissorShader.aoGamma );
rootOcclusionAmount = new CustomMaterialProperty<float>( this, CCHairScissorShader.rootOcclusionAmount );
rootOcclusionRange = new CustomMaterialProperty<float>( this, CCHairScissorShader.rootOcclusionRange );
endOcclusionAmount = new CustomMaterialProperty<float>( this, CCHairScissorShader.endOcclusionAmount );
endOcclusionRange = new CustomMaterialProperty<float>( this, CCHairScissorShader.endOcclusionRange );
}
}
}