using Godot; namespace Rokojori { // Generated by ShaderClassGenerator public class GPUFoliageShaderShader { public static readonly CachedResource shader = new CachedResource( "res://addons/rokojori_action_library/Runtime/Rendering/Assets/Foliage/GPUFoliageShader.gdshader" ); public static readonly Vector3PropertyName cameraPosition = Vector3PropertyName.Create( "cameraPosition" ); public static readonly FloatPropertyName yaw = FloatPropertyName.Create( "yaw" ); public static readonly FloatPropertyName cellSize = FloatPropertyName.Create( "cellSize" ); public static readonly IntPropertyName width = IntPropertyName.Create( "width" ); public static readonly IntPropertyName height = IntPropertyName.Create( "height" ); public static readonly Texture2DPropertyName positionVariance = Texture2DPropertyName.Create( "positionVariance" ); public static readonly Vector3PropertyName maxPositionOffset = Vector3PropertyName.Create( "maxPositionOffset" ); public static readonly Vector2PropertyName positionUvScale = Vector2PropertyName.Create( "positionUVScale" ); public static readonly Vector2PropertyName positionUvOffset = Vector2PropertyName.Create( "positionUVOffset" ); public static readonly FloatPropertyName heightOffset = FloatPropertyName.Create( "heightOffset" ); public static readonly Texture2DPropertyName rotationVariance = Texture2DPropertyName.Create( "rotationVariance" ); public static readonly Vector3PropertyName minRotation = Vector3PropertyName.Create( "minRotation" ); public static readonly Vector3PropertyName maxRotation = Vector3PropertyName.Create( "maxRotation" ); public static readonly Vector2PropertyName rotationUvScale = Vector2PropertyName.Create( "rotationUVScale" ); public static readonly Vector2PropertyName rotationUvOffset = Vector2PropertyName.Create( "rotationUVOffset" ); public static readonly Texture2DPropertyName scaleVariance = Texture2DPropertyName.Create( "scaleVariance" ); public static readonly Vector3PropertyName minScale = Vector3PropertyName.Create( "minScale" ); public static readonly Vector3PropertyName maxScale = Vector3PropertyName.Create( "maxScale" ); public static readonly Vector2PropertyName scaleUvScale = Vector2PropertyName.Create( "scaleUVScale" ); public static readonly Vector2PropertyName scaleUvOffset = Vector2PropertyName.Create( "scaleUVOffset" ); public static readonly FloatPropertyName occupancyAmount = FloatPropertyName.Create( "occupancyAmount" ); public static readonly FloatPropertyName occupancyPower = FloatPropertyName.Create( "occupancyPower" ); public static readonly FloatPropertyName occupancyTreshold = FloatPropertyName.Create( "occupancyTreshold" ); public static readonly FloatPropertyName occupancyHideOffset = FloatPropertyName.Create( "occupancyHideOffset" ); public static readonly FloatPropertyName occupancyHideScale = FloatPropertyName.Create( "occupancyHideScale" ); public static readonly Texture2DPropertyName occupancyVariance = Texture2DPropertyName.Create( "occupancyVariance" ); public static readonly Vector2PropertyName occupancyUvScale = Vector2PropertyName.Create( "occupancyUVScale" ); public static readonly Vector2PropertyName occupancyUvOffset = Vector2PropertyName.Create( "occupancyUVOffset" ); public static readonly FloatPropertyName hideStart = FloatPropertyName.Create( "hideStart" ); public static readonly FloatPropertyName hideMax = FloatPropertyName.Create( "hideMax" ); public static readonly FloatPropertyName hideOffset = FloatPropertyName.Create( "hideOffset" ); public static readonly Vector2PropertyName mapSize = Vector2PropertyName.Create( "mapSize" ); public static readonly Vector2PropertyName mapCenter = Vector2PropertyName.Create( "mapCenter" ); } [Tool] public partial class GPUFoliageShaderMaterial:CustomMaterial { public readonly CustomMaterialProperty cameraPosition; public readonly CustomMaterialProperty yaw; public readonly CustomMaterialProperty cellSize; public readonly CustomMaterialProperty width; public readonly CustomMaterialProperty height; public readonly CustomMaterialProperty positionVariance; public readonly CustomMaterialProperty maxPositionOffset; public readonly CustomMaterialProperty positionUvScale; public readonly CustomMaterialProperty positionUvOffset; public readonly CustomMaterialProperty heightOffset; public readonly CustomMaterialProperty rotationVariance; public readonly CustomMaterialProperty minRotation; public readonly CustomMaterialProperty maxRotation; public readonly CustomMaterialProperty rotationUvScale; public readonly CustomMaterialProperty rotationUvOffset; public readonly CustomMaterialProperty scaleVariance; public readonly CustomMaterialProperty minScale; public readonly CustomMaterialProperty maxScale; public readonly CustomMaterialProperty scaleUvScale; public readonly CustomMaterialProperty scaleUvOffset; public readonly CustomMaterialProperty occupancyAmount; public readonly CustomMaterialProperty occupancyPower; public readonly CustomMaterialProperty occupancyTreshold; public readonly CustomMaterialProperty occupancyHideOffset; public readonly CustomMaterialProperty occupancyHideScale; public readonly CustomMaterialProperty occupancyVariance; public readonly CustomMaterialProperty occupancyUvScale; public readonly CustomMaterialProperty occupancyUvOffset; public readonly CustomMaterialProperty hideStart; public readonly CustomMaterialProperty hideMax; public readonly CustomMaterialProperty hideOffset; public readonly CustomMaterialProperty mapSize; public readonly CustomMaterialProperty mapCenter; public GPUFoliageShaderMaterial() { Shader = GPUFoliageShaderShader.shader.Get(); cameraPosition = new CustomMaterialProperty( this, GPUFoliageShaderShader.cameraPosition ); yaw = new CustomMaterialProperty( this, GPUFoliageShaderShader.yaw ); cellSize = new CustomMaterialProperty( this, GPUFoliageShaderShader.cellSize ); width = new CustomMaterialProperty( this, GPUFoliageShaderShader.width ); height = new CustomMaterialProperty( this, GPUFoliageShaderShader.height ); positionVariance = new CustomMaterialProperty( this, GPUFoliageShaderShader.positionVariance ); maxPositionOffset = new CustomMaterialProperty( this, GPUFoliageShaderShader.maxPositionOffset ); positionUvScale = new CustomMaterialProperty( this, GPUFoliageShaderShader.positionUvScale ); positionUvOffset = new CustomMaterialProperty( this, GPUFoliageShaderShader.positionUvOffset ); heightOffset = new CustomMaterialProperty( this, GPUFoliageShaderShader.heightOffset ); rotationVariance = new CustomMaterialProperty( this, GPUFoliageShaderShader.rotationVariance ); minRotation = new CustomMaterialProperty( this, GPUFoliageShaderShader.minRotation ); maxRotation = new CustomMaterialProperty( this, GPUFoliageShaderShader.maxRotation ); rotationUvScale = new CustomMaterialProperty( this, GPUFoliageShaderShader.rotationUvScale ); rotationUvOffset = new CustomMaterialProperty( this, GPUFoliageShaderShader.rotationUvOffset ); scaleVariance = new CustomMaterialProperty( this, GPUFoliageShaderShader.scaleVariance ); minScale = new CustomMaterialProperty( this, GPUFoliageShaderShader.minScale ); maxScale = new CustomMaterialProperty( this, GPUFoliageShaderShader.maxScale ); scaleUvScale = new CustomMaterialProperty( this, GPUFoliageShaderShader.scaleUvScale ); scaleUvOffset = new CustomMaterialProperty( this, GPUFoliageShaderShader.scaleUvOffset ); occupancyAmount = new CustomMaterialProperty( this, GPUFoliageShaderShader.occupancyAmount ); occupancyPower = new CustomMaterialProperty( this, GPUFoliageShaderShader.occupancyPower ); occupancyTreshold = new CustomMaterialProperty( this, GPUFoliageShaderShader.occupancyTreshold ); occupancyHideOffset = new CustomMaterialProperty( this, GPUFoliageShaderShader.occupancyHideOffset ); occupancyHideScale = new CustomMaterialProperty( this, GPUFoliageShaderShader.occupancyHideScale ); occupancyVariance = new CustomMaterialProperty( this, GPUFoliageShaderShader.occupancyVariance ); occupancyUvScale = new CustomMaterialProperty( this, GPUFoliageShaderShader.occupancyUvScale ); occupancyUvOffset = new CustomMaterialProperty( this, GPUFoliageShaderShader.occupancyUvOffset ); hideStart = new CustomMaterialProperty( this, GPUFoliageShaderShader.hideStart ); hideMax = new CustomMaterialProperty( this, GPUFoliageShaderShader.hideMax ); hideOffset = new CustomMaterialProperty( this, GPUFoliageShaderShader.hideOffset ); mapSize = new CustomMaterialProperty( this, GPUFoliageShaderShader.mapSize ); mapCenter = new CustomMaterialProperty( this, GPUFoliageShaderShader.mapCenter ); } } }