using Godot; namespace Rokojori { // Generated by ShaderClassGenerator public class CCHairShader { public static readonly CachedResource shader = new CachedResource( "res://addons/rokojori_action_library/Runtime/Reallusion/Shaders/Hair/Variants/CCHair.gdshader" ); public static readonly BoolPropertyName enabled = BoolPropertyName.Create( "enabled" ); public static readonly ColorPropertyName albedo = ColorPropertyName.Create( "albedo" ); public static readonly Texture2DPropertyName textureAlbedo = Texture2DPropertyName.Create( "texture_albedo" ); public static readonly Vector3PropertyName hslOffset = Vector3PropertyName.Create( "hslOffset" ); public static readonly Texture2DPropertyName textureBlend = Texture2DPropertyName.Create( "texture_blend" ); public static readonly FloatPropertyName blendAmount = FloatPropertyName.Create( "blendAmount" ); public static readonly FloatPropertyName naturalColors = FloatPropertyName.Create( "naturalColors" ); public static readonly Texture2DPropertyName textureOpacity = Texture2DPropertyName.Create( "texture_opacity" ); public static readonly FloatPropertyName opacity = FloatPropertyName.Create( "opacity" ); public static readonly FloatPropertyName opacityGamma = FloatPropertyName.Create( "opacityGamma" ); public static readonly FloatPropertyName alphaDiscardTreshold = FloatPropertyName.Create( "alphaDiscardTreshold" ); public static readonly Texture2DPropertyName rootMap = Texture2DPropertyName.Create( "rootMap" ); public static readonly Texture2DPropertyName flowMap = Texture2DPropertyName.Create( "flowMap" ); public static readonly Texture2DPropertyName idMap = Texture2DPropertyName.Create( "idMap" ); public static readonly FloatPropertyName diffuseStrength = FloatPropertyName.Create( "diffuseStrength" ); public static readonly FloatPropertyName vertexColorStrength = FloatPropertyName.Create( "vertexColorStrength" ); public static readonly ColorPropertyName vertexGreyToColor = ColorPropertyName.Create( "vertexGreyToColor" ); public static readonly BoolPropertyName activateHairColor = BoolPropertyName.Create( "activateHairColor" ); public static readonly FloatPropertyName baseColorMapStrength = FloatPropertyName.Create( "baseColorMapStrength" ); public static readonly ColorPropertyName strandRootColor = ColorPropertyName.Create( "strandRootColor" ); public static readonly FloatPropertyName strandRootStrength = FloatPropertyName.Create( "strandRootStrength" ); public static readonly ColorPropertyName strandEndColor = ColorPropertyName.Create( "strandEndColor" ); public static readonly FloatPropertyName strandEndStrength = FloatPropertyName.Create( "strandEndStrength" ); public static readonly FloatPropertyName strandGamma = FloatPropertyName.Create( "strandGamma" ); public static readonly FloatPropertyName maximumHighlightAmount = FloatPropertyName.Create( "maximumHighlightAmount" ); public static readonly FloatPropertyName highlightFadeOutStart = FloatPropertyName.Create( "highlightFadeOutStart" ); public static readonly FloatPropertyName highlightFadeOutEnd = FloatPropertyName.Create( "highlightFadeOutEnd" ); public static readonly FloatPropertyName highlightFadeOutPower = FloatPropertyName.Create( "highlightFadeOutPower" ); public static readonly FloatPropertyName highlightFadeOutAmount = FloatPropertyName.Create( "highlightFadeOutAmount" ); public static readonly ColorPropertyName highlightAColor = ColorPropertyName.Create( "highlightAColor" ); public static readonly FloatPropertyName highlightAStrength = FloatPropertyName.Create( "highlightAStrength" ); public static readonly Vector3PropertyName highlightARange = Vector3PropertyName.Create( "highlightARange" ); public static readonly FloatPropertyName highlightAOverlapEnd = FloatPropertyName.Create( "highlightAOverlapEnd" ); public static readonly FloatPropertyName highlightAInvert = FloatPropertyName.Create( "highlightAInvert" ); public static readonly ColorPropertyName highlightBColor = ColorPropertyName.Create( "highlightBColor" ); public static readonly FloatPropertyName highlightBStrength = FloatPropertyName.Create( "highlightBStrength" ); public static readonly Vector3PropertyName highlightBRange = Vector3PropertyName.Create( "highlightBRange" ); public static readonly FloatPropertyName highlightBOverlapEnd = FloatPropertyName.Create( "highlightBOverlapEnd" ); public static readonly FloatPropertyName highlightBInvert = FloatPropertyName.Create( "highlightBInvert" ); public static readonly FloatPropertyName roughness = FloatPropertyName.Create( "roughness" ); public static readonly FloatPropertyName roughnessOffset = FloatPropertyName.Create( "roughnessOffset" ); public static readonly Texture2DPropertyName textureRoughness = Texture2DPropertyName.Create( "texture_roughness" ); public static readonly FloatPropertyName metallic = FloatPropertyName.Create( "metallic" ); public static readonly FloatPropertyName metallicOffset = FloatPropertyName.Create( "metallicOffset" ); public static readonly Texture2DPropertyName textureMetallic = Texture2DPropertyName.Create( "texture_metallic" ); public static readonly FloatPropertyName specular = FloatPropertyName.Create( "specular" ); public static readonly FloatPropertyName specularOpacityAmount = FloatPropertyName.Create( "specularOpacityAmount" ); public static readonly FloatPropertyName specularOpacityGamma = FloatPropertyName.Create( "specularOpacityGamma" ); public static readonly FloatPropertyName anisotropyRatio = FloatPropertyName.Create( "anisotropy_ratio" ); public static readonly Texture2DPropertyName textureEmission = Texture2DPropertyName.Create( "texture_emission" ); public static readonly ColorPropertyName emission = ColorPropertyName.Create( "emission" ); public static readonly FloatPropertyName emissionEnergy = FloatPropertyName.Create( "emission_energy" ); public static readonly ColorPropertyName backlight = ColorPropertyName.Create( "backlight" ); public static readonly FloatPropertyName albedoToBacklightAmount = FloatPropertyName.Create( "albedoToBacklightAmount" ); public static readonly Texture2DPropertyName textureBacklight = Texture2DPropertyName.Create( "texture_backlight" ); public static readonly FloatPropertyName subsurfaceScatteringStrength = FloatPropertyName.Create( "subsurface_scattering_strength" ); public static readonly Texture2DPropertyName textureAmbientOcclusion = Texture2DPropertyName.Create( "texture_ambient_occlusion" ); public static readonly FloatPropertyName aoLightAffect = FloatPropertyName.Create( "ao_light_affect" ); public static readonly FloatPropertyName ambientOcclusion = FloatPropertyName.Create( "ambientOcclusion" ); public static readonly FloatPropertyName aoGamma = FloatPropertyName.Create( "aoGamma" ); public static readonly FloatPropertyName rootOcclusionAmount = FloatPropertyName.Create( "rootOcclusionAmount" ); public static readonly FloatPropertyName rootOcclusionRange = FloatPropertyName.Create( "rootOcclusionRange" ); public static readonly FloatPropertyName endOcclusionAmount = FloatPropertyName.Create( "endOcclusionAmount" ); public static readonly FloatPropertyName endOcclusionRange = FloatPropertyName.Create( "endOcclusionRange" ); public static readonly FloatPropertyName rootBasedOcclusion = FloatPropertyName.Create( "rootBasedOcclusion" ); } [Tool] public partial class CCHairMaterial:CustomMaterial { public readonly CustomMaterialProperty enabled; public readonly CustomMaterialProperty albedo; public readonly CustomMaterialProperty textureAlbedo; public readonly CustomMaterialProperty hslOffset; public readonly CustomMaterialProperty textureBlend; public readonly CustomMaterialProperty blendAmount; public readonly CustomMaterialProperty naturalColors; public readonly CustomMaterialProperty textureOpacity; public readonly CustomMaterialProperty opacity; public readonly CustomMaterialProperty opacityGamma; public readonly CustomMaterialProperty alphaDiscardTreshold; public readonly CustomMaterialProperty rootMap; public readonly CustomMaterialProperty flowMap; public readonly CustomMaterialProperty idMap; public readonly CustomMaterialProperty diffuseStrength; public readonly CustomMaterialProperty vertexColorStrength; public readonly CustomMaterialProperty vertexGreyToColor; public readonly CustomMaterialProperty activateHairColor; public readonly CustomMaterialProperty baseColorMapStrength; public readonly CustomMaterialProperty strandRootColor; public readonly CustomMaterialProperty strandRootStrength; public readonly CustomMaterialProperty strandEndColor; public readonly CustomMaterialProperty strandEndStrength; public readonly CustomMaterialProperty strandGamma; public readonly CustomMaterialProperty maximumHighlightAmount; public readonly CustomMaterialProperty highlightFadeOutStart; public readonly CustomMaterialProperty highlightFadeOutEnd; public readonly CustomMaterialProperty highlightFadeOutPower; public readonly CustomMaterialProperty highlightFadeOutAmount; public readonly CustomMaterialProperty highlightAColor; public readonly CustomMaterialProperty highlightAStrength; public readonly CustomMaterialProperty highlightARange; public readonly CustomMaterialProperty highlightAOverlapEnd; public readonly CustomMaterialProperty highlightAInvert; public readonly CustomMaterialProperty highlightBColor; public readonly CustomMaterialProperty highlightBStrength; public readonly CustomMaterialProperty highlightBRange; public readonly CustomMaterialProperty highlightBOverlapEnd; public readonly CustomMaterialProperty highlightBInvert; public readonly CustomMaterialProperty roughness; public readonly CustomMaterialProperty roughnessOffset; public readonly CustomMaterialProperty textureRoughness; public readonly CustomMaterialProperty metallic; public readonly CustomMaterialProperty metallicOffset; public readonly CustomMaterialProperty textureMetallic; public readonly CustomMaterialProperty specular; public readonly CustomMaterialProperty specularOpacityAmount; public readonly CustomMaterialProperty specularOpacityGamma; public readonly CustomMaterialProperty anisotropyRatio; public readonly CustomMaterialProperty textureEmission; public readonly CustomMaterialProperty emission; public readonly CustomMaterialProperty emissionEnergy; public readonly CustomMaterialProperty backlight; public readonly CustomMaterialProperty albedoToBacklightAmount; public readonly CustomMaterialProperty textureBacklight; public readonly CustomMaterialProperty subsurfaceScatteringStrength; public readonly CustomMaterialProperty textureAmbientOcclusion; public readonly CustomMaterialProperty aoLightAffect; public readonly CustomMaterialProperty ambientOcclusion; public readonly CustomMaterialProperty aoGamma; public readonly CustomMaterialProperty rootOcclusionAmount; public readonly CustomMaterialProperty rootOcclusionRange; public readonly CustomMaterialProperty endOcclusionAmount; public readonly CustomMaterialProperty endOcclusionRange; public readonly CustomMaterialProperty rootBasedOcclusion; public CCHairMaterial() { Shader = CCHairShader.shader.Get(); enabled = new CustomMaterialProperty( this, CCHairShader.enabled ); albedo = new CustomMaterialProperty( this, CCHairShader.albedo ); textureAlbedo = new CustomMaterialProperty( this, CCHairShader.textureAlbedo ); hslOffset = new CustomMaterialProperty( this, CCHairShader.hslOffset ); textureBlend = new CustomMaterialProperty( this, CCHairShader.textureBlend ); blendAmount = new CustomMaterialProperty( this, CCHairShader.blendAmount ); naturalColors = new CustomMaterialProperty( this, CCHairShader.naturalColors ); textureOpacity = new CustomMaterialProperty( this, CCHairShader.textureOpacity ); opacity = new CustomMaterialProperty( this, CCHairShader.opacity ); opacityGamma = new CustomMaterialProperty( this, CCHairShader.opacityGamma ); alphaDiscardTreshold = new CustomMaterialProperty( this, CCHairShader.alphaDiscardTreshold ); rootMap = new CustomMaterialProperty( this, CCHairShader.rootMap ); flowMap = new CustomMaterialProperty( this, CCHairShader.flowMap ); idMap = new CustomMaterialProperty( this, CCHairShader.idMap ); diffuseStrength = new CustomMaterialProperty( this, CCHairShader.diffuseStrength ); vertexColorStrength = new CustomMaterialProperty( this, CCHairShader.vertexColorStrength ); vertexGreyToColor = new CustomMaterialProperty( this, CCHairShader.vertexGreyToColor ); activateHairColor = new CustomMaterialProperty( this, CCHairShader.activateHairColor ); baseColorMapStrength = new CustomMaterialProperty( this, CCHairShader.baseColorMapStrength ); strandRootColor = new CustomMaterialProperty( this, CCHairShader.strandRootColor ); strandRootStrength = new CustomMaterialProperty( this, CCHairShader.strandRootStrength ); strandEndColor = new CustomMaterialProperty( this, CCHairShader.strandEndColor ); strandEndStrength = new CustomMaterialProperty( this, CCHairShader.strandEndStrength ); strandGamma = new CustomMaterialProperty( this, CCHairShader.strandGamma ); maximumHighlightAmount = new CustomMaterialProperty( this, CCHairShader.maximumHighlightAmount ); highlightFadeOutStart = new CustomMaterialProperty( this, CCHairShader.highlightFadeOutStart ); highlightFadeOutEnd = new CustomMaterialProperty( this, CCHairShader.highlightFadeOutEnd ); highlightFadeOutPower = new CustomMaterialProperty( this, CCHairShader.highlightFadeOutPower ); highlightFadeOutAmount = new CustomMaterialProperty( this, CCHairShader.highlightFadeOutAmount ); highlightAColor = new CustomMaterialProperty( this, CCHairShader.highlightAColor ); highlightAStrength = new CustomMaterialProperty( this, CCHairShader.highlightAStrength ); highlightARange = new CustomMaterialProperty( this, CCHairShader.highlightARange ); highlightAOverlapEnd = new CustomMaterialProperty( this, CCHairShader.highlightAOverlapEnd ); highlightAInvert = new CustomMaterialProperty( this, CCHairShader.highlightAInvert ); highlightBColor = new CustomMaterialProperty( this, CCHairShader.highlightBColor ); highlightBStrength = new CustomMaterialProperty( this, CCHairShader.highlightBStrength ); highlightBRange = new CustomMaterialProperty( this, CCHairShader.highlightBRange ); highlightBOverlapEnd = new CustomMaterialProperty( this, CCHairShader.highlightBOverlapEnd ); highlightBInvert = new CustomMaterialProperty( this, CCHairShader.highlightBInvert ); roughness = new CustomMaterialProperty( this, CCHairShader.roughness ); roughnessOffset = new CustomMaterialProperty( this, CCHairShader.roughnessOffset ); textureRoughness = new CustomMaterialProperty( this, CCHairShader.textureRoughness ); metallic = new CustomMaterialProperty( this, CCHairShader.metallic ); metallicOffset = new CustomMaterialProperty( this, CCHairShader.metallicOffset ); textureMetallic = new CustomMaterialProperty( this, CCHairShader.textureMetallic ); specular = new CustomMaterialProperty( this, CCHairShader.specular ); specularOpacityAmount = new CustomMaterialProperty( this, CCHairShader.specularOpacityAmount ); specularOpacityGamma = new CustomMaterialProperty( this, CCHairShader.specularOpacityGamma ); anisotropyRatio = new CustomMaterialProperty( this, CCHairShader.anisotropyRatio ); textureEmission = new CustomMaterialProperty( this, CCHairShader.textureEmission ); emission = new CustomMaterialProperty( this, CCHairShader.emission ); emissionEnergy = new CustomMaterialProperty( this, CCHairShader.emissionEnergy ); backlight = new CustomMaterialProperty( this, CCHairShader.backlight ); albedoToBacklightAmount = new CustomMaterialProperty( this, CCHairShader.albedoToBacklightAmount ); textureBacklight = new CustomMaterialProperty( this, CCHairShader.textureBacklight ); subsurfaceScatteringStrength = new CustomMaterialProperty( this, CCHairShader.subsurfaceScatteringStrength ); textureAmbientOcclusion = new CustomMaterialProperty( this, CCHairShader.textureAmbientOcclusion ); aoLightAffect = new CustomMaterialProperty( this, CCHairShader.aoLightAffect ); ambientOcclusion = new CustomMaterialProperty( this, CCHairShader.ambientOcclusion ); aoGamma = new CustomMaterialProperty( this, CCHairShader.aoGamma ); rootOcclusionAmount = new CustomMaterialProperty( this, CCHairShader.rootOcclusionAmount ); rootOcclusionRange = new CustomMaterialProperty( this, CCHairShader.rootOcclusionRange ); endOcclusionAmount = new CustomMaterialProperty( this, CCHairShader.endOcclusionAmount ); endOcclusionRange = new CustomMaterialProperty( this, CCHairShader.endOcclusionRange ); rootBasedOcclusion = new CustomMaterialProperty( this, CCHairShader.rootBasedOcclusion ); } } }