using Godot; namespace Rokojori { // Generated by ShaderClassGenerator public class CCPBROpacityShader { public static readonly CachedResource shader = new CachedResource( "res://addons/rokojori_action_library/Runtime/Reallusion/Shaders/CCPBROpacity.gdshader" ); public static readonly ColorPropertyName albedo = ColorPropertyName.Create( "albedo" ); public static readonly Texture2DPropertyName textureAlbedo = Texture2DPropertyName.Create( "texture_albedo" ); public static readonly Vector2IPropertyName albedoTextureSize = Vector2IPropertyName.Create( "albedo_texture_size" ); public static readonly FloatPropertyName pointSize = FloatPropertyName.Create( "point_size" ); public static readonly Texture2DPropertyName textureOpacity = Texture2DPropertyName.Create( "texture_opacity" ); public static readonly FloatPropertyName opacity = FloatPropertyName.Create( "opacity" ); public static readonly FloatPropertyName roughness = FloatPropertyName.Create( "roughness" ); public static readonly Texture2DPropertyName textureMetallic = Texture2DPropertyName.Create( "texture_metallic" ); public static readonly Vector4PropertyName metallicTextureChannel = Vector4PropertyName.Create( "metallic_texture_channel" ); public static readonly Texture2DPropertyName textureRoughness = Texture2DPropertyName.Create( "texture_roughness" ); public static readonly FloatPropertyName specular = FloatPropertyName.Create( "specular" ); public static readonly FloatPropertyName metallic = FloatPropertyName.Create( "metallic" ); 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 Texture2DPropertyName textureNormal = Texture2DPropertyName.Create( "texture_normal" ); public static readonly FloatPropertyName normalScale = FloatPropertyName.Create( "normal_scale" ); public static readonly FloatPropertyName rim = FloatPropertyName.Create( "rim" ); public static readonly FloatPropertyName rimTint = FloatPropertyName.Create( "rim_tint" ); public static readonly Texture2DPropertyName textureRim = Texture2DPropertyName.Create( "texture_rim" ); public static readonly FloatPropertyName clearcoat = FloatPropertyName.Create( "clearcoat" ); public static readonly FloatPropertyName clearcoatRoughness = FloatPropertyName.Create( "clearcoat_roughness" ); public static readonly Texture2DPropertyName textureClearcoat = Texture2DPropertyName.Create( "texture_clearcoat" ); public static readonly Texture2DPropertyName textureAmbientOcclusion = Texture2DPropertyName.Create( "texture_ambient_occlusion" ); public static readonly Vector4PropertyName aoTextureChannel = Vector4PropertyName.Create( "ao_texture_channel" ); public static readonly FloatPropertyName aoLightAffect = FloatPropertyName.Create( "ao_light_affect" ); public static readonly FloatPropertyName subsurfaceScatteringStrength = FloatPropertyName.Create( "subsurface_scattering_strength" ); public static readonly Texture2DPropertyName textureSubsurfaceScattering = Texture2DPropertyName.Create( "texture_subsurface_scattering" ); public static readonly ColorPropertyName transmittanceColor = ColorPropertyName.Create( "transmittance_color" ); public static readonly FloatPropertyName transmittanceDepth = FloatPropertyName.Create( "transmittance_depth" ); public static readonly Texture2DPropertyName textureSubsurfaceTransmittance = Texture2DPropertyName.Create( "texture_subsurface_transmittance" ); public static readonly FloatPropertyName transmittanceBoost = FloatPropertyName.Create( "transmittance_boost" ); public static readonly ColorPropertyName backlight = ColorPropertyName.Create( "backlight" ); public static readonly Texture2DPropertyName textureBacklight = Texture2DPropertyName.Create( "texture_backlight" ); public static readonly Texture2DPropertyName textureHeightmap = Texture2DPropertyName.Create( "texture_heightmap" ); public static readonly FloatPropertyName heightmapScale = FloatPropertyName.Create( "heightmap_scale" ); public static readonly IntPropertyName heightmapMinLayers = IntPropertyName.Create( "heightmap_min_layers" ); public static readonly IntPropertyName heightmapMaxLayers = IntPropertyName.Create( "heightmap_max_layers" ); public static readonly Vector2PropertyName heightmapFlip = Vector2PropertyName.Create( "heightmap_flip" ); public static readonly Vector3PropertyName uv1Scale = Vector3PropertyName.Create( "uv1_scale" ); public static readonly Vector3PropertyName uv1Offset = Vector3PropertyName.Create( "uv1_offset" ); public static readonly Vector3PropertyName uv2Scale = Vector3PropertyName.Create( "uv2_scale" ); public static readonly Vector3PropertyName uv2Offset = Vector3PropertyName.Create( "uv2_offset" ); } [Tool] public partial class CCPBROpacityMaterial:CustomMaterial { public readonly CustomMaterialProperty albedo; public readonly CustomMaterialProperty textureAlbedo; public readonly CustomMaterialProperty albedoTextureSize; public readonly CustomMaterialProperty pointSize; public readonly CustomMaterialProperty textureOpacity; public readonly CustomMaterialProperty opacity; public readonly CustomMaterialProperty roughness; public readonly CustomMaterialProperty textureMetallic; public readonly CustomMaterialProperty metallicTextureChannel; public readonly CustomMaterialProperty textureRoughness; public readonly CustomMaterialProperty specular; public readonly CustomMaterialProperty metallic; public readonly CustomMaterialProperty textureEmission; public readonly CustomMaterialProperty emission; public readonly CustomMaterialProperty emissionEnergy; public readonly CustomMaterialProperty textureNormal; public readonly CustomMaterialProperty normalScale; public readonly CustomMaterialProperty rim; public readonly CustomMaterialProperty rimTint; public readonly CustomMaterialProperty textureRim; public readonly CustomMaterialProperty clearcoat; public readonly CustomMaterialProperty clearcoatRoughness; public readonly CustomMaterialProperty textureClearcoat; public readonly CustomMaterialProperty textureAmbientOcclusion; public readonly CustomMaterialProperty aoTextureChannel; public readonly CustomMaterialProperty aoLightAffect; public readonly CustomMaterialProperty subsurfaceScatteringStrength; public readonly CustomMaterialProperty textureSubsurfaceScattering; public readonly CustomMaterialProperty transmittanceColor; public readonly CustomMaterialProperty transmittanceDepth; public readonly CustomMaterialProperty textureSubsurfaceTransmittance; public readonly CustomMaterialProperty transmittanceBoost; public readonly CustomMaterialProperty backlight; public readonly CustomMaterialProperty textureBacklight; public readonly CustomMaterialProperty textureHeightmap; public readonly CustomMaterialProperty heightmapScale; public readonly CustomMaterialProperty heightmapMinLayers; public readonly CustomMaterialProperty heightmapMaxLayers; public readonly CustomMaterialProperty heightmapFlip; public readonly CustomMaterialProperty uv1Scale; public readonly CustomMaterialProperty uv1Offset; public readonly CustomMaterialProperty uv2Scale; public readonly CustomMaterialProperty uv2Offset; public CCPBROpacityMaterial() { Shader = CCPBROpacityShader.shader.Get(); albedo = new CustomMaterialProperty( this, CCPBROpacityShader.albedo ); textureAlbedo = new CustomMaterialProperty( this, CCPBROpacityShader.textureAlbedo ); albedoTextureSize = new CustomMaterialProperty( this, CCPBROpacityShader.albedoTextureSize ); pointSize = new CustomMaterialProperty( this, CCPBROpacityShader.pointSize ); textureOpacity = new CustomMaterialProperty( this, CCPBROpacityShader.textureOpacity ); opacity = new CustomMaterialProperty( this, CCPBROpacityShader.opacity ); roughness = new CustomMaterialProperty( this, CCPBROpacityShader.roughness ); textureMetallic = new CustomMaterialProperty( this, CCPBROpacityShader.textureMetallic ); metallicTextureChannel = new CustomMaterialProperty( this, CCPBROpacityShader.metallicTextureChannel ); textureRoughness = new CustomMaterialProperty( this, CCPBROpacityShader.textureRoughness ); specular = new CustomMaterialProperty( this, CCPBROpacityShader.specular ); metallic = new CustomMaterialProperty( this, CCPBROpacityShader.metallic ); textureEmission = new CustomMaterialProperty( this, CCPBROpacityShader.textureEmission ); emission = new CustomMaterialProperty( this, CCPBROpacityShader.emission ); emissionEnergy = new CustomMaterialProperty( this, CCPBROpacityShader.emissionEnergy ); textureNormal = new CustomMaterialProperty( this, CCPBROpacityShader.textureNormal ); normalScale = new CustomMaterialProperty( this, CCPBROpacityShader.normalScale ); rim = new CustomMaterialProperty( this, CCPBROpacityShader.rim ); rimTint = new CustomMaterialProperty( this, CCPBROpacityShader.rimTint ); textureRim = new CustomMaterialProperty( this, CCPBROpacityShader.textureRim ); clearcoat = new CustomMaterialProperty( this, CCPBROpacityShader.clearcoat ); clearcoatRoughness = new CustomMaterialProperty( this, CCPBROpacityShader.clearcoatRoughness ); textureClearcoat = new CustomMaterialProperty( this, CCPBROpacityShader.textureClearcoat ); textureAmbientOcclusion = new CustomMaterialProperty( this, CCPBROpacityShader.textureAmbientOcclusion ); aoTextureChannel = new CustomMaterialProperty( this, CCPBROpacityShader.aoTextureChannel ); aoLightAffect = new CustomMaterialProperty( this, CCPBROpacityShader.aoLightAffect ); subsurfaceScatteringStrength = new CustomMaterialProperty( this, CCPBROpacityShader.subsurfaceScatteringStrength ); textureSubsurfaceScattering = new CustomMaterialProperty( this, CCPBROpacityShader.textureSubsurfaceScattering ); transmittanceColor = new CustomMaterialProperty( this, CCPBROpacityShader.transmittanceColor ); transmittanceDepth = new CustomMaterialProperty( this, CCPBROpacityShader.transmittanceDepth ); textureSubsurfaceTransmittance = new CustomMaterialProperty( this, CCPBROpacityShader.textureSubsurfaceTransmittance ); transmittanceBoost = new CustomMaterialProperty( this, CCPBROpacityShader.transmittanceBoost ); backlight = new CustomMaterialProperty( this, CCPBROpacityShader.backlight ); textureBacklight = new CustomMaterialProperty( this, CCPBROpacityShader.textureBacklight ); textureHeightmap = new CustomMaterialProperty( this, CCPBROpacityShader.textureHeightmap ); heightmapScale = new CustomMaterialProperty( this, CCPBROpacityShader.heightmapScale ); heightmapMinLayers = new CustomMaterialProperty( this, CCPBROpacityShader.heightmapMinLayers ); heightmapMaxLayers = new CustomMaterialProperty( this, CCPBROpacityShader.heightmapMaxLayers ); heightmapFlip = new CustomMaterialProperty( this, CCPBROpacityShader.heightmapFlip ); uv1Scale = new CustomMaterialProperty( this, CCPBROpacityShader.uv1Scale ); uv1Offset = new CustomMaterialProperty( this, CCPBROpacityShader.uv1Offset ); uv2Scale = new CustomMaterialProperty( this, CCPBROpacityShader.uv2Scale ); uv2Offset = new CustomMaterialProperty( this, CCPBROpacityShader.uv2Offset ); } } }