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