using Godot; namespace Rokojori { // Generated by ShaderClassGenerator public class QuadBillboardShader { public static readonly CachedResource<Shader> shader = new CachedResource<Shader>( "res://addons/rokojori_action_library/Runtime/Shading/Shaders/Billboards/QuadBillboard/QuadBillboard.gdshader" ); public static readonly FloatPropertyName size = FloatPropertyName.Create( "size" ); public static readonly FloatPropertyName randomPosition = FloatPropertyName.Create( "randomPosition" ); public static readonly ColorPropertyName albedo = ColorPropertyName.Create( "albedo" ); public static readonly FloatPropertyName rotation = FloatPropertyName.Create( "rotation" ); public static readonly FloatPropertyName rotationNoiseAmount = FloatPropertyName.Create( "rotationNoiseAmount" ); public static readonly FloatPropertyName rotationNoiseScale = FloatPropertyName.Create( "rotationNoiseScale" ); public static readonly FloatPropertyName normalBlendAmount = FloatPropertyName.Create( "normalBlendAmount" ); public static readonly Vector3PropertyName normalBlendDirection = Vector3PropertyName.Create( "normalBlendDirection" ); public static readonly FloatPropertyName roughness = FloatPropertyName.Create( "roughness" ); public static readonly FloatPropertyName metalness = FloatPropertyName.Create( "metalness" ); public static readonly FloatPropertyName specular = FloatPropertyName.Create( "specular" ); public static readonly FloatPropertyName alphaScissorThreshold = FloatPropertyName.Create( "alpha_scissor_threshold" ); public static readonly FloatPropertyName alphaAntialiasingEdge = FloatPropertyName.Create( "alpha_antialiasing_edge" ); public static readonly Vector2IPropertyName albedoTextureSize = Vector2IPropertyName.Create( "albedo_texture_size" ); public static readonly Vector4PropertyName aoTextureChannel = Vector4PropertyName.Create( "ao_texture_channel" ); public static readonly FloatPropertyName aoLightAffect = FloatPropertyName.Create( "ao_light_affect" ); public static readonly FloatPropertyName yMapStart = FloatPropertyName.Create( "yMapStart" ); public static readonly FloatPropertyName yMapEnd = FloatPropertyName.Create( "yMapEnd" ); public static readonly FloatPropertyName yMapNoiseAmount = FloatPropertyName.Create( "yMapNoiseAmount" ); public static readonly FloatPropertyName yMapNoiseScale = FloatPropertyName.Create( "yMapNoiseScale" ); public static readonly FloatPropertyName discardNoiseScale = FloatPropertyName.Create( "discardNoiseScale" ); public static readonly FloatPropertyName discardThreshold = FloatPropertyName.Create( "discardThreshold" ); public static readonly FloatPropertyName fresnelNormalSource = FloatPropertyName.Create( "fresnelNormalSource" ); public static readonly ColorPropertyName fresnelColor = ColorPropertyName.Create( "fresnelColor" ); public static readonly FloatPropertyName fresnelSharpness = FloatPropertyName.Create( "fresnelSharpness" ); public static readonly FloatPropertyName fresnelScale = FloatPropertyName.Create( "fresnelScale" ); public static readonly FloatPropertyName windAmount = FloatPropertyName.Create( "windAmount" ); public static readonly Vector2PropertyName windSpeed = Vector2PropertyName.Create( "windSpeed" ); public static readonly FloatPropertyName windNoiseScale = FloatPropertyName.Create( "windNoiseScale" ); public static readonly FloatPropertyName windStart = FloatPropertyName.Create( "windStart" ); public static readonly FloatPropertyName windEnd = FloatPropertyName.Create( "windEnd" ); public static readonly Texture2DPropertyName textureAlbedo = Texture2DPropertyName.Create( "texture_albedo" ); public static readonly Texture2DPropertyName textureNormals = Texture2DPropertyName.Create( "texture_normals" ); public static readonly Texture2DPropertyName textureAmbientOcclusion = Texture2DPropertyName.Create( "texture_ambient_occlusion" ); public static readonly Texture2DPropertyName textureYMapGradient = Texture2DPropertyName.Create( "texture_yMapGradient" ); } [Tool] [GlobalClass] public partial class QuadBillboardMaterial:CustomMaterial { public readonly CustomMaterialProperty<float> size; public readonly CustomMaterialProperty<float> randomPosition; public readonly CustomMaterialProperty<Color> albedo; public readonly CustomMaterialProperty<float> rotation; public readonly CustomMaterialProperty<float> rotationNoiseAmount; public readonly CustomMaterialProperty<float> rotationNoiseScale; public readonly CustomMaterialProperty<float> normalBlendAmount; public readonly CustomMaterialProperty<Vector3> normalBlendDirection; public readonly CustomMaterialProperty<float> roughness; public readonly CustomMaterialProperty<float> metalness; public readonly CustomMaterialProperty<float> specular; public readonly CustomMaterialProperty<float> alphaScissorThreshold; public readonly CustomMaterialProperty<float> alphaAntialiasingEdge; public readonly CustomMaterialProperty<Vector2I> albedoTextureSize; public readonly CustomMaterialProperty<Vector4> aoTextureChannel; public readonly CustomMaterialProperty<float> aoLightAffect; public readonly CustomMaterialProperty<float> yMapStart; public readonly CustomMaterialProperty<float> yMapEnd; public readonly CustomMaterialProperty<float> yMapNoiseAmount; public readonly CustomMaterialProperty<float> yMapNoiseScale; public readonly CustomMaterialProperty<float> discardNoiseScale; public readonly CustomMaterialProperty<float> discardThreshold; public readonly CustomMaterialProperty<float> fresnelNormalSource; public readonly CustomMaterialProperty<Color> fresnelColor; public readonly CustomMaterialProperty<float> fresnelSharpness; public readonly CustomMaterialProperty<float> fresnelScale; public readonly CustomMaterialProperty<float> windAmount; public readonly CustomMaterialProperty<Vector2> windSpeed; public readonly CustomMaterialProperty<float> windNoiseScale; public readonly CustomMaterialProperty<float> windStart; public readonly CustomMaterialProperty<float> windEnd; public readonly CustomMaterialProperty<Texture2D> textureAlbedo; public readonly CustomMaterialProperty<Texture2D> textureNormals; public readonly CustomMaterialProperty<Texture2D> textureAmbientOcclusion; public readonly CustomMaterialProperty<Texture2D> textureYMapGradient; public QuadBillboardMaterial() { Shader = QuadBillboardShader.shader.Get(); size = new CustomMaterialProperty<float>( this, QuadBillboardShader.size ); randomPosition = new CustomMaterialProperty<float>( this, QuadBillboardShader.randomPosition ); albedo = new CustomMaterialProperty<Color>( this, QuadBillboardShader.albedo ); rotation = new CustomMaterialProperty<float>( this, QuadBillboardShader.rotation ); rotationNoiseAmount = new CustomMaterialProperty<float>( this, QuadBillboardShader.rotationNoiseAmount ); rotationNoiseScale = new CustomMaterialProperty<float>( this, QuadBillboardShader.rotationNoiseScale ); normalBlendAmount = new CustomMaterialProperty<float>( this, QuadBillboardShader.normalBlendAmount ); normalBlendDirection = new CustomMaterialProperty<Vector3>( this, QuadBillboardShader.normalBlendDirection ); roughness = new CustomMaterialProperty<float>( this, QuadBillboardShader.roughness ); metalness = new CustomMaterialProperty<float>( this, QuadBillboardShader.metalness ); specular = new CustomMaterialProperty<float>( this, QuadBillboardShader.specular ); alphaScissorThreshold = new CustomMaterialProperty<float>( this, QuadBillboardShader.alphaScissorThreshold ); alphaAntialiasingEdge = new CustomMaterialProperty<float>( this, QuadBillboardShader.alphaAntialiasingEdge ); albedoTextureSize = new CustomMaterialProperty<Vector2I>( this, QuadBillboardShader.albedoTextureSize ); aoTextureChannel = new CustomMaterialProperty<Vector4>( this, QuadBillboardShader.aoTextureChannel ); aoLightAffect = new CustomMaterialProperty<float>( this, QuadBillboardShader.aoLightAffect ); yMapStart = new CustomMaterialProperty<float>( this, QuadBillboardShader.yMapStart ); yMapEnd = new CustomMaterialProperty<float>( this, QuadBillboardShader.yMapEnd ); yMapNoiseAmount = new CustomMaterialProperty<float>( this, QuadBillboardShader.yMapNoiseAmount ); yMapNoiseScale = new CustomMaterialProperty<float>( this, QuadBillboardShader.yMapNoiseScale ); discardNoiseScale = new CustomMaterialProperty<float>( this, QuadBillboardShader.discardNoiseScale ); discardThreshold = new CustomMaterialProperty<float>( this, QuadBillboardShader.discardThreshold ); fresnelNormalSource = new CustomMaterialProperty<float>( this, QuadBillboardShader.fresnelNormalSource ); fresnelColor = new CustomMaterialProperty<Color>( this, QuadBillboardShader.fresnelColor ); fresnelSharpness = new CustomMaterialProperty<float>( this, QuadBillboardShader.fresnelSharpness ); fresnelScale = new CustomMaterialProperty<float>( this, QuadBillboardShader.fresnelScale ); windAmount = new CustomMaterialProperty<float>( this, QuadBillboardShader.windAmount ); windSpeed = new CustomMaterialProperty<Vector2>( this, QuadBillboardShader.windSpeed ); windNoiseScale = new CustomMaterialProperty<float>( this, QuadBillboardShader.windNoiseScale ); windStart = new CustomMaterialProperty<float>( this, QuadBillboardShader.windStart ); windEnd = new CustomMaterialProperty<float>( this, QuadBillboardShader.windEnd ); textureAlbedo = new CustomMaterialProperty<Texture2D>( this, QuadBillboardShader.textureAlbedo ); textureNormals = new CustomMaterialProperty<Texture2D>( this, QuadBillboardShader.textureNormals ); textureAmbientOcclusion = new CustomMaterialProperty<Texture2D>( this, QuadBillboardShader.textureAmbientOcclusion ); textureYMapGradient = new CustomMaterialProperty<Texture2D>( this, QuadBillboardShader.textureYMapGradient ); } } }