using Godot; namespace Rokojori { // Generated by ShaderClassGenerator public class CCSkinShader { public static readonly CachedResource shader = new CachedResource( "res://addons/rokojori_action_library/Runtime/Reallusion/Shaders/CCSkin.gdshader" ); public static readonly ColorPropertyName albedo = ColorPropertyName.Create( "albedo" ); public static readonly Texture2DPropertyName textureAlbedo = Texture2DPropertyName.Create( "texture_albedo" ); public static readonly Texture2DPropertyName textureAlbedoNoise = Texture2DPropertyName.Create( "texture_albedoNoise" ); public static readonly FloatPropertyName albedoNoise = FloatPropertyName.Create( "albedoNoise" ); public static readonly FloatPropertyName albedoNoiseOffset = FloatPropertyName.Create( "albedoNoiseOffset" ); public static readonly FloatPropertyName albedoNoiseUvScale = FloatPropertyName.Create( "albedoNoiseUVScale" ); public static readonly FloatPropertyName albedoNoiseToRoughness = FloatPropertyName.Create( "albedoNoiseToRoughness" ); public static readonly FloatPropertyName roughness = FloatPropertyName.Create( "roughness" ); public static readonly FloatPropertyName roughnessOffset = FloatPropertyName.Create( "roughnessOffset" ); public static readonly FloatPropertyName roughnessOverwriteAmount = FloatPropertyName.Create( "roughnessOverwriteAmount" ); public static readonly FloatPropertyName roughnessOverwriteValue = FloatPropertyName.Create( "roughnessOverwriteValue" ); public static readonly Texture2DPropertyName textureRoughness = Texture2DPropertyName.Create( "texture_roughness" ); public static readonly FloatPropertyName specular = FloatPropertyName.Create( "specular" ); public static readonly Texture2DPropertyName textureSpecular = Texture2DPropertyName.Create( "texture_specular" ); 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 textureAmbientOcclusion = Texture2DPropertyName.Create( "texture_ambient_occlusion" ); public static readonly FloatPropertyName aoLightAffect = FloatPropertyName.Create( "ao_light_affect" ); public static readonly Texture2DPropertyName microNormalTexture = Texture2DPropertyName.Create( "microNormalTexture" ); public static readonly Texture2DPropertyName microNormalMaskTexture = Texture2DPropertyName.Create( "microNormalMaskTexture" ); public static readonly FloatPropertyName microNormalScale = FloatPropertyName.Create( "microNormalScale" ); public static readonly FloatPropertyName subsurfaceScatteringStrength = FloatPropertyName.Create( "subsurface_scattering_strength" ); public static readonly Texture2DPropertyName textureSubsurfaceScattering = Texture2DPropertyName.Create( "texture_subsurface_scattering" ); 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 CCSkinMaterial:CustomMaterial { public readonly CustomMaterialProperty albedo; public readonly CustomMaterialProperty textureAlbedo; public readonly CustomMaterialProperty textureAlbedoNoise; public readonly CustomMaterialProperty albedoNoise; public readonly CustomMaterialProperty albedoNoiseOffset; public readonly CustomMaterialProperty albedoNoiseUvScale; public readonly CustomMaterialProperty albedoNoiseToRoughness; public readonly CustomMaterialProperty roughness; public readonly CustomMaterialProperty roughnessOffset; public readonly CustomMaterialProperty roughnessOverwriteAmount; public readonly CustomMaterialProperty roughnessOverwriteValue; public readonly CustomMaterialProperty textureRoughness; public readonly CustomMaterialProperty specular; public readonly CustomMaterialProperty textureSpecular; public readonly CustomMaterialProperty textureNormal; public readonly CustomMaterialProperty normalScale; public readonly CustomMaterialProperty rim; public readonly CustomMaterialProperty rimTint; public readonly CustomMaterialProperty textureAmbientOcclusion; public readonly CustomMaterialProperty aoLightAffect; public readonly CustomMaterialProperty microNormalTexture; public readonly CustomMaterialProperty microNormalMaskTexture; public readonly CustomMaterialProperty microNormalScale; public readonly CustomMaterialProperty subsurfaceScatteringStrength; public readonly CustomMaterialProperty textureSubsurfaceScattering; public readonly CustomMaterialProperty uv1Scale; public readonly CustomMaterialProperty uv1Offset; public readonly CustomMaterialProperty uv2Scale; public readonly CustomMaterialProperty uv2Offset; public CCSkinMaterial() { Shader = CCSkinShader.shader.Get(); albedo = new CustomMaterialProperty( this, CCSkinShader.albedo ); textureAlbedo = new CustomMaterialProperty( this, CCSkinShader.textureAlbedo ); textureAlbedoNoise = new CustomMaterialProperty( this, CCSkinShader.textureAlbedoNoise ); albedoNoise = new CustomMaterialProperty( this, CCSkinShader.albedoNoise ); albedoNoiseOffset = new CustomMaterialProperty( this, CCSkinShader.albedoNoiseOffset ); albedoNoiseUvScale = new CustomMaterialProperty( this, CCSkinShader.albedoNoiseUvScale ); albedoNoiseToRoughness = new CustomMaterialProperty( this, CCSkinShader.albedoNoiseToRoughness ); roughness = new CustomMaterialProperty( this, CCSkinShader.roughness ); roughnessOffset = new CustomMaterialProperty( this, CCSkinShader.roughnessOffset ); roughnessOverwriteAmount = new CustomMaterialProperty( this, CCSkinShader.roughnessOverwriteAmount ); roughnessOverwriteValue = new CustomMaterialProperty( this, CCSkinShader.roughnessOverwriteValue ); textureRoughness = new CustomMaterialProperty( this, CCSkinShader.textureRoughness ); specular = new CustomMaterialProperty( this, CCSkinShader.specular ); textureSpecular = new CustomMaterialProperty( this, CCSkinShader.textureSpecular ); textureNormal = new CustomMaterialProperty( this, CCSkinShader.textureNormal ); normalScale = new CustomMaterialProperty( this, CCSkinShader.normalScale ); rim = new CustomMaterialProperty( this, CCSkinShader.rim ); rimTint = new CustomMaterialProperty( this, CCSkinShader.rimTint ); textureAmbientOcclusion = new CustomMaterialProperty( this, CCSkinShader.textureAmbientOcclusion ); aoLightAffect = new CustomMaterialProperty( this, CCSkinShader.aoLightAffect ); microNormalTexture = new CustomMaterialProperty( this, CCSkinShader.microNormalTexture ); microNormalMaskTexture = new CustomMaterialProperty( this, CCSkinShader.microNormalMaskTexture ); microNormalScale = new CustomMaterialProperty( this, CCSkinShader.microNormalScale ); subsurfaceScatteringStrength = new CustomMaterialProperty( this, CCSkinShader.subsurfaceScatteringStrength ); textureSubsurfaceScattering = new CustomMaterialProperty( this, CCSkinShader.textureSubsurfaceScattering ); uv1Scale = new CustomMaterialProperty( this, CCSkinShader.uv1Scale ); uv1Offset = new CustomMaterialProperty( this, CCSkinShader.uv1Offset ); uv2Scale = new CustomMaterialProperty( this, CCSkinShader.uv2Scale ); uv2Offset = new CustomMaterialProperty( this, CCSkinShader.uv2Offset ); } } }