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

132 lines
10 KiB
C#
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using Godot;
namespace Rokojori
{
// Generated by ShaderClassGenerator
public class CCSkinTransmissiveShader
{
public static readonly CachedResource<Shader> shader = new CachedResource<Shader>(
"res://addons/rokojori_action_library/Runtime/Reallusion/Shaders/CCSkinTransmissive.gdshader"
);
public static readonly ColorPropertyName albedo = ColorPropertyName.Create( "albedo" );
public static readonly Texture2DPropertyName textureAlbedo = Texture2DPropertyName.Create( "texture_albedo" );
public static readonly Texture2DPropertyName textureAlbedoNoise = Texture2DPropertyName.Create( "texture_albedoNoise" );
public static readonly FloatPropertyName albedoNoise = FloatPropertyName.Create( "albedoNoise" );
public static readonly FloatPropertyName albedoNoiseOffset = FloatPropertyName.Create( "albedoNoiseOffset" );
public static readonly FloatPropertyName albedoNoiseUvScale = FloatPropertyName.Create( "albedoNoiseUVScale" );
public static readonly FloatPropertyName albedoNoiseToRoughness = FloatPropertyName.Create( "albedoNoiseToRoughness" );
public static readonly FloatPropertyName roughness = FloatPropertyName.Create( "roughness" );
public static readonly FloatPropertyName roughnessOffset = FloatPropertyName.Create( "roughnessOffset" );
public static readonly FloatPropertyName roughnessOverwriteAmount = FloatPropertyName.Create( "roughnessOverwriteAmount" );
public static readonly FloatPropertyName roughnessOverwriteValue = FloatPropertyName.Create( "roughnessOverwriteValue" );
public static readonly Texture2DPropertyName textureRoughness = Texture2DPropertyName.Create( "texture_roughness" );
public static readonly FloatPropertyName specular = FloatPropertyName.Create( "specular" );
public static readonly Texture2DPropertyName textureSpecular = Texture2DPropertyName.Create( "texture_specular" );
public static readonly Texture2DPropertyName textureNormal = Texture2DPropertyName.Create( "texture_normal" );
public static readonly FloatPropertyName normalScale = FloatPropertyName.Create( "normal_scale" );
public static readonly FloatPropertyName rim = FloatPropertyName.Create( "rim" );
public static readonly FloatPropertyName rimTint = FloatPropertyName.Create( "rim_tint" );
public static readonly Texture2DPropertyName textureAmbientOcclusion = Texture2DPropertyName.Create( "texture_ambient_occlusion" );
public static readonly FloatPropertyName aoLightAffect = FloatPropertyName.Create( "ao_light_affect" );
public static readonly Texture2DPropertyName microNormalTexture = Texture2DPropertyName.Create( "microNormalTexture" );
public static readonly Texture2DPropertyName microNormalMaskTexture = Texture2DPropertyName.Create( "microNormalMaskTexture" );
public static readonly FloatPropertyName microNormalScale = FloatPropertyName.Create( "microNormalScale" );
public static readonly FloatPropertyName subsurfaceScatteringStrength = FloatPropertyName.Create( "subsurface_scattering_strength" );
public static readonly Texture2DPropertyName textureSubsurfaceScattering = Texture2DPropertyName.Create( "texture_subsurface_scattering" );
public static readonly BoolPropertyName transmissionEnabled = BoolPropertyName.Create( "transmissionEnabled" );
public static readonly ColorPropertyName transmittanceColor = ColorPropertyName.Create( "transmittance_color" );
public static readonly FloatPropertyName transmittanceDepth = FloatPropertyName.Create( "transmittance_depth" );
public static readonly Texture2DPropertyName textureSubsurfaceTransmittance = Texture2DPropertyName.Create( "texture_subsurface_transmittance" );
public static readonly FloatPropertyName transmittanceBoost = FloatPropertyName.Create( "transmittance_boost" );
public static readonly Vector3PropertyName uv1Scale = Vector3PropertyName.Create( "uv1_scale" );
public static readonly Vector3PropertyName uv1Offset = Vector3PropertyName.Create( "uv1_offset" );
public static readonly Vector3PropertyName uv2Scale = Vector3PropertyName.Create( "uv2_scale" );
public static readonly Vector3PropertyName uv2Offset = Vector3PropertyName.Create( "uv2_offset" );
}
[Tool]
public partial class CCSkinTransmissiveMaterial:CustomMaterial
{
public readonly CustomMaterialProperty<Color> albedo;
public readonly CustomMaterialProperty<Texture2D> textureAlbedo;
public readonly CustomMaterialProperty<Texture2D> textureAlbedoNoise;
public readonly CustomMaterialProperty<float> albedoNoise;
public readonly CustomMaterialProperty<float> albedoNoiseOffset;
public readonly CustomMaterialProperty<float> albedoNoiseUvScale;
public readonly CustomMaterialProperty<float> albedoNoiseToRoughness;
public readonly CustomMaterialProperty<float> roughness;
public readonly CustomMaterialProperty<float> roughnessOffset;
public readonly CustomMaterialProperty<float> roughnessOverwriteAmount;
public readonly CustomMaterialProperty<float> roughnessOverwriteValue;
public readonly CustomMaterialProperty<Texture2D> textureRoughness;
public readonly CustomMaterialProperty<float> specular;
public readonly CustomMaterialProperty<Texture2D> textureSpecular;
public readonly CustomMaterialProperty<Texture2D> textureNormal;
public readonly CustomMaterialProperty<float> normalScale;
public readonly CustomMaterialProperty<float> rim;
public readonly CustomMaterialProperty<float> rimTint;
public readonly CustomMaterialProperty<Texture2D> textureAmbientOcclusion;
public readonly CustomMaterialProperty<float> aoLightAffect;
public readonly CustomMaterialProperty<Texture2D> microNormalTexture;
public readonly CustomMaterialProperty<Texture2D> microNormalMaskTexture;
public readonly CustomMaterialProperty<float> microNormalScale;
public readonly CustomMaterialProperty<float> subsurfaceScatteringStrength;
public readonly CustomMaterialProperty<Texture2D> textureSubsurfaceScattering;
public readonly CustomMaterialProperty<bool> transmissionEnabled;
public readonly CustomMaterialProperty<Color> transmittanceColor;
public readonly CustomMaterialProperty<float> transmittanceDepth;
public readonly CustomMaterialProperty<Texture2D> textureSubsurfaceTransmittance;
public readonly CustomMaterialProperty<float> transmittanceBoost;
public readonly CustomMaterialProperty<Vector3> uv1Scale;
public readonly CustomMaterialProperty<Vector3> uv1Offset;
public readonly CustomMaterialProperty<Vector3> uv2Scale;
public readonly CustomMaterialProperty<Vector3> uv2Offset;
public CCSkinTransmissiveMaterial()
{
Shader = CCSkinTransmissiveShader.shader.Get();
albedo = new CustomMaterialProperty<Color>( this, CCSkinTransmissiveShader.albedo );
textureAlbedo = new CustomMaterialProperty<Texture2D>( this, CCSkinTransmissiveShader.textureAlbedo );
textureAlbedoNoise = new CustomMaterialProperty<Texture2D>( this, CCSkinTransmissiveShader.textureAlbedoNoise );
albedoNoise = new CustomMaterialProperty<float>( this, CCSkinTransmissiveShader.albedoNoise );
albedoNoiseOffset = new CustomMaterialProperty<float>( this, CCSkinTransmissiveShader.albedoNoiseOffset );
albedoNoiseUvScale = new CustomMaterialProperty<float>( this, CCSkinTransmissiveShader.albedoNoiseUvScale );
albedoNoiseToRoughness = new CustomMaterialProperty<float>( this, CCSkinTransmissiveShader.albedoNoiseToRoughness );
roughness = new CustomMaterialProperty<float>( this, CCSkinTransmissiveShader.roughness );
roughnessOffset = new CustomMaterialProperty<float>( this, CCSkinTransmissiveShader.roughnessOffset );
roughnessOverwriteAmount = new CustomMaterialProperty<float>( this, CCSkinTransmissiveShader.roughnessOverwriteAmount );
roughnessOverwriteValue = new CustomMaterialProperty<float>( this, CCSkinTransmissiveShader.roughnessOverwriteValue );
textureRoughness = new CustomMaterialProperty<Texture2D>( this, CCSkinTransmissiveShader.textureRoughness );
specular = new CustomMaterialProperty<float>( this, CCSkinTransmissiveShader.specular );
textureSpecular = new CustomMaterialProperty<Texture2D>( this, CCSkinTransmissiveShader.textureSpecular );
textureNormal = new CustomMaterialProperty<Texture2D>( this, CCSkinTransmissiveShader.textureNormal );
normalScale = new CustomMaterialProperty<float>( this, CCSkinTransmissiveShader.normalScale );
rim = new CustomMaterialProperty<float>( this, CCSkinTransmissiveShader.rim );
rimTint = new CustomMaterialProperty<float>( this, CCSkinTransmissiveShader.rimTint );
textureAmbientOcclusion = new CustomMaterialProperty<Texture2D>( this, CCSkinTransmissiveShader.textureAmbientOcclusion );
aoLightAffect = new CustomMaterialProperty<float>( this, CCSkinTransmissiveShader.aoLightAffect );
microNormalTexture = new CustomMaterialProperty<Texture2D>( this, CCSkinTransmissiveShader.microNormalTexture );
microNormalMaskTexture = new CustomMaterialProperty<Texture2D>( this, CCSkinTransmissiveShader.microNormalMaskTexture );
microNormalScale = new CustomMaterialProperty<float>( this, CCSkinTransmissiveShader.microNormalScale );
subsurfaceScatteringStrength = new CustomMaterialProperty<float>( this, CCSkinTransmissiveShader.subsurfaceScatteringStrength );
textureSubsurfaceScattering = new CustomMaterialProperty<Texture2D>( this, CCSkinTransmissiveShader.textureSubsurfaceScattering );
transmissionEnabled = new CustomMaterialProperty<bool>( this, CCSkinTransmissiveShader.transmissionEnabled );
transmittanceColor = new CustomMaterialProperty<Color>( this, CCSkinTransmissiveShader.transmittanceColor );
transmittanceDepth = new CustomMaterialProperty<float>( this, CCSkinTransmissiveShader.transmittanceDepth );
textureSubsurfaceTransmittance = new CustomMaterialProperty<Texture2D>( this, CCSkinTransmissiveShader.textureSubsurfaceTransmittance );
transmittanceBoost = new CustomMaterialProperty<float>( this, CCSkinTransmissiveShader.transmittanceBoost );
uv1Scale = new CustomMaterialProperty<Vector3>( this, CCSkinTransmissiveShader.uv1Scale );
uv1Offset = new CustomMaterialProperty<Vector3>( this, CCSkinTransmissiveShader.uv1Offset );
uv2Scale = new CustomMaterialProperty<Vector3>( this, CCSkinTransmissiveShader.uv2Scale );
uv2Offset = new CustomMaterialProperty<Vector3>( this, CCSkinTransmissiveShader.uv2Offset );
}
}
}