using Godot; namespace Rokojori { // Generated by ShaderClassGenerator public class ScanGradientShader { public static readonly CachedResource<Shader> shader = new CachedResource<Shader>( "res://addons/rokojori_action_library/Runtime/Shading/Shaders/Effects/ScanGradient/ScanGradient.gdshader" ); public static readonly ColorPropertyName albedo = ColorPropertyName.Create( "albedo" ); public static readonly FloatPropertyName grow = FloatPropertyName.Create( "grow" ); public static readonly FloatPropertyName range = FloatPropertyName.Create( "range" ); public static readonly FloatPropertyName offset = FloatPropertyName.Create( "offset" ); public static readonly FloatPropertyName rangeWobble = FloatPropertyName.Create( "rangeWobble" ); public static readonly FloatPropertyName rangeWobbleDuration = FloatPropertyName.Create( "rangeWobbleDuration" ); public static readonly FloatPropertyName offsetWobble = FloatPropertyName.Create( "offsetWobble" ); public static readonly FloatPropertyName offsetWobbleDuration = FloatPropertyName.Create( "offsetWobbleDuration" ); public static readonly FloatPropertyName noiseScale = FloatPropertyName.Create( "noiseScale" ); public static readonly Vector3PropertyName noiseOffset = Vector3PropertyName.Create( "noiseOffset" ); public static readonly FloatPropertyName noiseAmount = FloatPropertyName.Create( "noiseAmount" ); public static readonly FloatPropertyName rgbScale = FloatPropertyName.Create( "rgbScale" ); public static readonly FloatPropertyName alphaScale = FloatPropertyName.Create( "alphaScale" ); public static readonly Texture2DPropertyName textureAlbedo = Texture2DPropertyName.Create( "texture_albedo" ); public static readonly Texture2DPropertyName scanTexture = Texture2DPropertyName.Create( "scanTexture" ); } [Tool] [GlobalClass] public partial class ScanGradientMaterial:CustomMaterial { public static readonly CachedResource<ScanGradientMaterial> White = CustomMaterial.Cached<ScanGradientMaterial>( "res://addons/rokojori_action_library/Runtime/Shading/Shaders/Effects/ScanGradient/ScanGradient White.material" ); public readonly CustomMaterialProperty<Color> albedo; public readonly CustomMaterialProperty<float> grow; public readonly CustomMaterialProperty<float> range; public readonly CustomMaterialProperty<float> offset; public readonly CustomMaterialProperty<float> rangeWobble; public readonly CustomMaterialProperty<float> rangeWobbleDuration; public readonly CustomMaterialProperty<float> offsetWobble; public readonly CustomMaterialProperty<float> offsetWobbleDuration; public readonly CustomMaterialProperty<float> noiseScale; public readonly CustomMaterialProperty<Vector3> noiseOffset; public readonly CustomMaterialProperty<float> noiseAmount; public readonly CustomMaterialProperty<float> rgbScale; public readonly CustomMaterialProperty<float> alphaScale; public readonly CustomMaterialProperty<Texture2D> textureAlbedo; public readonly CustomMaterialProperty<Texture2D> scanTexture; public ScanGradientMaterial() { Shader = ScanGradientShader.shader.Get(); albedo = new CustomMaterialProperty<Color>( this, ScanGradientShader.albedo ); grow = new CustomMaterialProperty<float>( this, ScanGradientShader.grow ); range = new CustomMaterialProperty<float>( this, ScanGradientShader.range ); offset = new CustomMaterialProperty<float>( this, ScanGradientShader.offset ); rangeWobble = new CustomMaterialProperty<float>( this, ScanGradientShader.rangeWobble ); rangeWobbleDuration = new CustomMaterialProperty<float>( this, ScanGradientShader.rangeWobbleDuration ); offsetWobble = new CustomMaterialProperty<float>( this, ScanGradientShader.offsetWobble ); offsetWobbleDuration = new CustomMaterialProperty<float>( this, ScanGradientShader.offsetWobbleDuration ); noiseScale = new CustomMaterialProperty<float>( this, ScanGradientShader.noiseScale ); noiseOffset = new CustomMaterialProperty<Vector3>( this, ScanGradientShader.noiseOffset ); noiseAmount = new CustomMaterialProperty<float>( this, ScanGradientShader.noiseAmount ); rgbScale = new CustomMaterialProperty<float>( this, ScanGradientShader.rgbScale ); alphaScale = new CustomMaterialProperty<float>( this, ScanGradientShader.alphaScale ); textureAlbedo = new CustomMaterialProperty<Texture2D>( this, ScanGradientShader.textureAlbedo ); scanTexture = new CustomMaterialProperty<Texture2D>( this, ScanGradientShader.scanTexture ); } } }