using Godot; namespace Rokojori { // Generated by ShaderClassGenerator public class FresnelOverlayShader { public static readonly CachedResource<Shader> shader = new CachedResource<Shader>( "res://addons/rokojori_action_library/Runtime/Shading/Shaders/Effects/FresnelOverlay/FresnelOverlay.gdshader" ); public static readonly ColorPropertyName albedo = ColorPropertyName.Create( "albedo" ); public static readonly FloatPropertyName grow = FloatPropertyName.Create( "grow" ); public static readonly FloatPropertyName fresnelSharpness = FloatPropertyName.Create( "fresnelSharpness" ); public static readonly FloatPropertyName fresnelMultiply = FloatPropertyName.Create( "fresnelMultiply" ); public static readonly FloatPropertyName fresnelOffset = FloatPropertyName.Create( "fresnelOffset" ); public static readonly Texture2DPropertyName textureAlbedo = Texture2DPropertyName.Create( "texture_albedo" ); } [Tool] [GlobalClass] public partial class FresnelOverlayMaterial:CustomMaterial { public readonly CustomMaterialProperty<Color> albedo; public readonly CustomMaterialProperty<float> grow; public readonly CustomMaterialProperty<float> fresnelSharpness; public readonly CustomMaterialProperty<float> fresnelMultiply; public readonly CustomMaterialProperty<float> fresnelOffset; public readonly CustomMaterialProperty<Texture2D> textureAlbedo; public FresnelOverlayMaterial() { Shader = FresnelOverlayShader.shader.Get(); albedo = new CustomMaterialProperty<Color>( this, FresnelOverlayShader.albedo ); grow = new CustomMaterialProperty<float>( this, FresnelOverlayShader.grow ); fresnelSharpness = new CustomMaterialProperty<float>( this, FresnelOverlayShader.fresnelSharpness ); fresnelMultiply = new CustomMaterialProperty<float>( this, FresnelOverlayShader.fresnelMultiply ); fresnelOffset = new CustomMaterialProperty<float>( this, FresnelOverlayShader.fresnelOffset ); textureAlbedo = new CustomMaterialProperty<Texture2D>( this, FresnelOverlayShader.textureAlbedo ); } } }