using Godot; namespace Rokojori { // Generated by ShaderClassGenerator public class CCEyeOcclusionShader { public static readonly CachedResource shader = new CachedResource( "res://addons/rokojori_action_library/Runtime/Reallusion/Shaders/CCEyeOcclusion.gdshader" ); public static readonly ColorPropertyName shadowTopColor = ColorPropertyName.Create( "shadowTopColor" ); public static readonly ColorPropertyName shadowBottomColor = ColorPropertyName.Create( "shadowBottomColor" ); public static readonly FloatPropertyName opacity = FloatPropertyName.Create( "opacity" ); public static readonly FloatPropertyName scaling = FloatPropertyName.Create( "scaling" ); public static readonly Vector3PropertyName uv1Scale = Vector3PropertyName.Create( "uv1_scale" ); public static readonly Vector3PropertyName uv1Offset = Vector3PropertyName.Create( "uv1_offset" ); } [Tool] public partial class CCEyeOcclusionMaterial:CustomMaterial { public readonly CustomMaterialProperty shadowTopColor; public readonly CustomMaterialProperty shadowBottomColor; public readonly CustomMaterialProperty opacity; public readonly CustomMaterialProperty scaling; public readonly CustomMaterialProperty uv1Scale; public readonly CustomMaterialProperty uv1Offset; public CCEyeOcclusionMaterial() { Shader = CCEyeOcclusionShader.shader.Get(); shadowTopColor = new CustomMaterialProperty( this, CCEyeOcclusionShader.shadowTopColor ); shadowBottomColor = new CustomMaterialProperty( this, CCEyeOcclusionShader.shadowBottomColor ); opacity = new CustomMaterialProperty( this, CCEyeOcclusionShader.opacity ); scaling = new CustomMaterialProperty( this, CCEyeOcclusionShader.scaling ); uv1Scale = new CustomMaterialProperty( this, CCEyeOcclusionShader.uv1Scale ); uv1Offset = new CustomMaterialProperty( this, CCEyeOcclusionShader.uv1Offset ); } } }