rj-action-library/Runtime/Reallusion/Shaders/CCEyeMaterial.cs

51 lines
2.2 KiB
C#
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using Godot;
namespace Rokojori
{
// Generated by ShaderClassGenerator
public class CCEyeShader
{
public static readonly CachedResource<Shader> shader = new CachedResource<Shader>(
"res://addons/rokojori_action_library/Runtime/Reallusion/Shaders/CCEye.gdshader"
);
public static readonly Texture2DPropertyName textureAlbedo = Texture2DPropertyName.Create( "texture_albedo" );
public static readonly Texture2DPropertyName textureNormal = Texture2DPropertyName.Create( "texture_normal" );
public static readonly FloatPropertyName normalScale = FloatPropertyName.Create( "normal_scale" );
public static readonly FloatPropertyName roughness = FloatPropertyName.Create( "roughness" );
public static readonly FloatPropertyName irisRange = FloatPropertyName.Create( "irisRange" );
public static readonly FloatPropertyName irisPower = FloatPropertyName.Create( "irisPower" );
public static readonly FloatPropertyName irisScale = FloatPropertyName.Create( "irisScale" );
}
[Tool]
public partial class CCEyeMaterial:CustomMaterial
{
public readonly CustomMaterialProperty<Texture2D> textureAlbedo;
public readonly CustomMaterialProperty<Texture2D> textureNormal;
public readonly CustomMaterialProperty<float> normalScale;
public readonly CustomMaterialProperty<float> roughness;
public readonly CustomMaterialProperty<float> irisRange;
public readonly CustomMaterialProperty<float> irisPower;
public readonly CustomMaterialProperty<float> irisScale;
public CCEyeMaterial()
{
Shader = CCEyeShader.shader.Get();
textureAlbedo = new CustomMaterialProperty<Texture2D>( this, CCEyeShader.textureAlbedo );
textureNormal = new CustomMaterialProperty<Texture2D>( this, CCEyeShader.textureNormal );
normalScale = new CustomMaterialProperty<float>( this, CCEyeShader.normalScale );
roughness = new CustomMaterialProperty<float>( this, CCEyeShader.roughness );
irisRange = new CustomMaterialProperty<float>( this, CCEyeShader.irisRange );
irisPower = new CustomMaterialProperty<float>( this, CCEyeShader.irisPower );
irisScale = new CustomMaterialProperty<float>( this, CCEyeShader.irisScale );
}
}
}