using Godot; namespace Rokojori { // Generated by ShaderClassGenerator public class CCEyeShader { public static readonly CachedResource shader = new CachedResource( "res://addons/rokojori_action_library/Runtime/Reallusion/Shaders/CCEye.gdshader" ); public static readonly Texture2DPropertyName textureAlbedo = Texture2DPropertyName.Create( "texture_albedo" ); public static readonly Texture2DPropertyName textureNormal = Texture2DPropertyName.Create( "texture_normal" ); public static readonly FloatPropertyName normalScale = FloatPropertyName.Create( "normal_scale" ); public static readonly FloatPropertyName roughness = FloatPropertyName.Create( "roughness" ); public static readonly FloatPropertyName irisRange = FloatPropertyName.Create( "irisRange" ); public static readonly FloatPropertyName irisPower = FloatPropertyName.Create( "irisPower" ); public static readonly FloatPropertyName irisScale = FloatPropertyName.Create( "irisScale" ); } [Tool] public partial class CCEyeMaterial:CustomMaterial { public readonly CustomMaterialProperty textureAlbedo; public readonly CustomMaterialProperty textureNormal; public readonly CustomMaterialProperty normalScale; public readonly CustomMaterialProperty roughness; public readonly CustomMaterialProperty irisRange; public readonly CustomMaterialProperty irisPower; public readonly CustomMaterialProperty irisScale; public CCEyeMaterial() { Shader = CCEyeShader.shader.Get(); textureAlbedo = new CustomMaterialProperty( this, CCEyeShader.textureAlbedo ); textureNormal = new CustomMaterialProperty( this, CCEyeShader.textureNormal ); normalScale = new CustomMaterialProperty( this, CCEyeShader.normalScale ); roughness = new CustomMaterialProperty( this, CCEyeShader.roughness ); irisRange = new CustomMaterialProperty( this, CCEyeShader.irisRange ); irisPower = new CustomMaterialProperty( this, CCEyeShader.irisPower ); irisScale = new CustomMaterialProperty( this, CCEyeShader.irisScale ); } } }