using Godot; using System.Reflection; using System.Collections.Generic; namespace Rokojori { [Tool] [GlobalClass] public partial class AlbedoModule:TextureModule { public AlbedoModule() { _domainName = "albedo"; _domainScaleName = "albedo"; _domainValueName = "albedo"; _target = "ALBEDO"; _srgb = true; _type = TextureChannelType.RGB; scaleType = TextureChannelType.RGB; } [Export] public TextureFilter filter = TextureFilter.Linear_MipMap_Anisotropic; [Export] public bool useTint = true; [Export] public bool srgb = true; [Export] public bool writeAlpha = true; [Export] public bool repeat = true; [Export] public string uvChannel = "UV"; [Export] public TextureDefault textureDefault = TextureDefault.White; [Export] public AssignmentType assignmentType = AssignmentType.Set; public override void GrabValues() { _domainMode = useTint ? DomainMode.Texture_Scale : DomainMode.Texture; _textureFilter = filter; _srgb = srgb; _repeat = repeat; _textureDefault = textureDefault; _uvChannel = uvChannel; _assignmentType = assignmentType; } public override List GetVariants( ShaderGenerationContext context ) { var variants = base.GetVariants( context ); if ( ! writeAlpha || ShaderPhase.Fragment != context.phase ) { return variants; } var value = GetSampledName() + ".a" ; if ( useTint ) { value += " * albedo.a"; } var assignment = " ALPHA *= " + value + ";\n\n"; return ShaderVariant.CombineVariants( variants, ToVariants( ToCode( assignment ) ) ); } } }