using Godot; namespace Rokojori { // Generated by ShaderClassGenerator public class FresnelOverlayShader { public static readonly CachedResource shader = new CachedResource( "res://addons/rokojori_action_library/Runtime/Shading/Shaders/Effects/FresnelOverlay/FresnelOverlay.gdshader" ); public static readonly ColorPropertyName albedo = ColorPropertyName.Create( "albedo" ); public static readonly FloatPropertyName grow = FloatPropertyName.Create( "grow" ); public static readonly FloatPropertyName fresnelSharpness = FloatPropertyName.Create( "fresnelSharpness" ); public static readonly FloatPropertyName fresnelMultiply = FloatPropertyName.Create( "fresnelMultiply" ); public static readonly FloatPropertyName fresnelOffset = FloatPropertyName.Create( "fresnelOffset" ); public static readonly Texture2DPropertyName textureAlbedo = Texture2DPropertyName.Create( "texture_albedo" ); } [Tool] [GlobalClass] public partial class FresnelOverlayMaterial:CustomMaterial { public readonly CustomMaterialProperty albedo; public readonly CustomMaterialProperty grow; public readonly CustomMaterialProperty fresnelSharpness; public readonly CustomMaterialProperty fresnelMultiply; public readonly CustomMaterialProperty fresnelOffset; public readonly CustomMaterialProperty textureAlbedo; public FresnelOverlayMaterial() { Shader = FresnelOverlayShader.shader.Get(); albedo = new CustomMaterialProperty( this, FresnelOverlayShader.albedo ); grow = new CustomMaterialProperty( this, FresnelOverlayShader.grow ); fresnelSharpness = new CustomMaterialProperty( this, FresnelOverlayShader.fresnelSharpness ); fresnelMultiply = new CustomMaterialProperty( this, FresnelOverlayShader.fresnelMultiply ); fresnelOffset = new CustomMaterialProperty( this, FresnelOverlayShader.fresnelOffset ); textureAlbedo = new CustomMaterialProperty( this, FresnelOverlayShader.textureAlbedo ); } } }