159 lines
12 KiB
C#
159 lines
12 KiB
C#
using Godot;
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namespace Rokojori
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{
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// Generated by ShaderClassGenerator
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public class CCPBROpacityShader
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{
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public static readonly CachedResource<Shader> shader = new CachedResource<Shader>(
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"res://addons/rokojori_action_library/Runtime/Reallusion/Shaders/CCPBROpacity.gdshader"
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);
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public static readonly ColorPropertyName albedo = ColorPropertyName.Create( "albedo" );
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public static readonly Texture2DPropertyName textureAlbedo = Texture2DPropertyName.Create( "texture_albedo" );
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public static readonly Vector2IPropertyName albedoTextureSize = Vector2IPropertyName.Create( "albedo_texture_size" );
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public static readonly FloatPropertyName pointSize = FloatPropertyName.Create( "point_size" );
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public static readonly Texture2DPropertyName textureOpacity = Texture2DPropertyName.Create( "texture_opacity" );
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public static readonly FloatPropertyName opacity = FloatPropertyName.Create( "opacity" );
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public static readonly FloatPropertyName roughness = FloatPropertyName.Create( "roughness" );
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public static readonly Texture2DPropertyName textureMetallic = Texture2DPropertyName.Create( "texture_metallic" );
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public static readonly Vector4PropertyName metallicTextureChannel = Vector4PropertyName.Create( "metallic_texture_channel" );
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public static readonly Texture2DPropertyName textureRoughness = Texture2DPropertyName.Create( "texture_roughness" );
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public static readonly FloatPropertyName specular = FloatPropertyName.Create( "specular" );
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public static readonly FloatPropertyName metallic = FloatPropertyName.Create( "metallic" );
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public static readonly Texture2DPropertyName textureEmission = Texture2DPropertyName.Create( "texture_emission" );
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public static readonly ColorPropertyName emission = ColorPropertyName.Create( "emission" );
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public static readonly FloatPropertyName emissionEnergy = FloatPropertyName.Create( "emission_energy" );
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public static readonly Texture2DPropertyName textureNormal = Texture2DPropertyName.Create( "texture_normal" );
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public static readonly FloatPropertyName normalScale = FloatPropertyName.Create( "normal_scale" );
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public static readonly FloatPropertyName rim = FloatPropertyName.Create( "rim" );
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public static readonly FloatPropertyName rimTint = FloatPropertyName.Create( "rim_tint" );
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public static readonly Texture2DPropertyName textureRim = Texture2DPropertyName.Create( "texture_rim" );
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public static readonly FloatPropertyName clearcoat = FloatPropertyName.Create( "clearcoat" );
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public static readonly FloatPropertyName clearcoatRoughness = FloatPropertyName.Create( "clearcoat_roughness" );
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public static readonly Texture2DPropertyName textureClearcoat = Texture2DPropertyName.Create( "texture_clearcoat" );
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public static readonly Texture2DPropertyName textureAmbientOcclusion = Texture2DPropertyName.Create( "texture_ambient_occlusion" );
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public static readonly Vector4PropertyName aoTextureChannel = Vector4PropertyName.Create( "ao_texture_channel" );
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public static readonly FloatPropertyName aoLightAffect = FloatPropertyName.Create( "ao_light_affect" );
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public static readonly FloatPropertyName subsurfaceScatteringStrength = FloatPropertyName.Create( "subsurface_scattering_strength" );
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public static readonly Texture2DPropertyName textureSubsurfaceScattering = Texture2DPropertyName.Create( "texture_subsurface_scattering" );
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public static readonly ColorPropertyName transmittanceColor = ColorPropertyName.Create( "transmittance_color" );
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public static readonly FloatPropertyName transmittanceDepth = FloatPropertyName.Create( "transmittance_depth" );
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public static readonly Texture2DPropertyName textureSubsurfaceTransmittance = Texture2DPropertyName.Create( "texture_subsurface_transmittance" );
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public static readonly FloatPropertyName transmittanceBoost = FloatPropertyName.Create( "transmittance_boost" );
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public static readonly ColorPropertyName backlight = ColorPropertyName.Create( "backlight" );
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public static readonly Texture2DPropertyName textureBacklight = Texture2DPropertyName.Create( "texture_backlight" );
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public static readonly Texture2DPropertyName textureHeightmap = Texture2DPropertyName.Create( "texture_heightmap" );
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public static readonly FloatPropertyName heightmapScale = FloatPropertyName.Create( "heightmap_scale" );
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public static readonly IntPropertyName heightmapMinLayers = IntPropertyName.Create( "heightmap_min_layers" );
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public static readonly IntPropertyName heightmapMaxLayers = IntPropertyName.Create( "heightmap_max_layers" );
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public static readonly Vector2PropertyName heightmapFlip = Vector2PropertyName.Create( "heightmap_flip" );
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public static readonly Vector3PropertyName uv1Scale = Vector3PropertyName.Create( "uv1_scale" );
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public static readonly Vector3PropertyName uv1Offset = Vector3PropertyName.Create( "uv1_offset" );
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public static readonly Vector3PropertyName uv2Scale = Vector3PropertyName.Create( "uv2_scale" );
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public static readonly Vector3PropertyName uv2Offset = Vector3PropertyName.Create( "uv2_offset" );
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}
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[Tool]
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public partial class CCPBROpacityMaterial:CustomMaterial
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{
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public readonly CustomMaterialProperty<Color> albedo;
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public readonly CustomMaterialProperty<Texture2D> textureAlbedo;
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public readonly CustomMaterialProperty<Vector2I> albedoTextureSize;
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public readonly CustomMaterialProperty<float> pointSize;
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public readonly CustomMaterialProperty<Texture2D> textureOpacity;
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public readonly CustomMaterialProperty<float> opacity;
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public readonly CustomMaterialProperty<float> roughness;
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public readonly CustomMaterialProperty<Texture2D> textureMetallic;
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public readonly CustomMaterialProperty<Vector4> metallicTextureChannel;
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public readonly CustomMaterialProperty<Texture2D> textureRoughness;
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public readonly CustomMaterialProperty<float> specular;
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public readonly CustomMaterialProperty<float> metallic;
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public readonly CustomMaterialProperty<Texture2D> textureEmission;
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public readonly CustomMaterialProperty<Color> emission;
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public readonly CustomMaterialProperty<float> emissionEnergy;
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public readonly CustomMaterialProperty<Texture2D> textureNormal;
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public readonly CustomMaterialProperty<float> normalScale;
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public readonly CustomMaterialProperty<float> rim;
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public readonly CustomMaterialProperty<float> rimTint;
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public readonly CustomMaterialProperty<Texture2D> textureRim;
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public readonly CustomMaterialProperty<float> clearcoat;
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public readonly CustomMaterialProperty<float> clearcoatRoughness;
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public readonly CustomMaterialProperty<Texture2D> textureClearcoat;
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public readonly CustomMaterialProperty<Texture2D> textureAmbientOcclusion;
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public readonly CustomMaterialProperty<Vector4> aoTextureChannel;
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public readonly CustomMaterialProperty<float> aoLightAffect;
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public readonly CustomMaterialProperty<float> subsurfaceScatteringStrength;
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public readonly CustomMaterialProperty<Texture2D> textureSubsurfaceScattering;
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public readonly CustomMaterialProperty<Color> transmittanceColor;
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public readonly CustomMaterialProperty<float> transmittanceDepth;
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public readonly CustomMaterialProperty<Texture2D> textureSubsurfaceTransmittance;
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public readonly CustomMaterialProperty<float> transmittanceBoost;
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public readonly CustomMaterialProperty<Color> backlight;
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public readonly CustomMaterialProperty<Texture2D> textureBacklight;
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public readonly CustomMaterialProperty<Texture2D> textureHeightmap;
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public readonly CustomMaterialProperty<float> heightmapScale;
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public readonly CustomMaterialProperty<int> heightmapMinLayers;
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public readonly CustomMaterialProperty<int> heightmapMaxLayers;
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public readonly CustomMaterialProperty<Vector2> heightmapFlip;
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public readonly CustomMaterialProperty<Vector3> uv1Scale;
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public readonly CustomMaterialProperty<Vector3> uv1Offset;
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public readonly CustomMaterialProperty<Vector3> uv2Scale;
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public readonly CustomMaterialProperty<Vector3> uv2Offset;
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public CCPBROpacityMaterial()
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{
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Shader = CCPBROpacityShader.shader.Get();
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albedo = new CustomMaterialProperty<Color>( this, CCPBROpacityShader.albedo );
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textureAlbedo = new CustomMaterialProperty<Texture2D>( this, CCPBROpacityShader.textureAlbedo );
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albedoTextureSize = new CustomMaterialProperty<Vector2I>( this, CCPBROpacityShader.albedoTextureSize );
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pointSize = new CustomMaterialProperty<float>( this, CCPBROpacityShader.pointSize );
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textureOpacity = new CustomMaterialProperty<Texture2D>( this, CCPBROpacityShader.textureOpacity );
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opacity = new CustomMaterialProperty<float>( this, CCPBROpacityShader.opacity );
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roughness = new CustomMaterialProperty<float>( this, CCPBROpacityShader.roughness );
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textureMetallic = new CustomMaterialProperty<Texture2D>( this, CCPBROpacityShader.textureMetallic );
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metallicTextureChannel = new CustomMaterialProperty<Vector4>( this, CCPBROpacityShader.metallicTextureChannel );
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textureRoughness = new CustomMaterialProperty<Texture2D>( this, CCPBROpacityShader.textureRoughness );
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specular = new CustomMaterialProperty<float>( this, CCPBROpacityShader.specular );
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metallic = new CustomMaterialProperty<float>( this, CCPBROpacityShader.metallic );
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textureEmission = new CustomMaterialProperty<Texture2D>( this, CCPBROpacityShader.textureEmission );
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emission = new CustomMaterialProperty<Color>( this, CCPBROpacityShader.emission );
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emissionEnergy = new CustomMaterialProperty<float>( this, CCPBROpacityShader.emissionEnergy );
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textureNormal = new CustomMaterialProperty<Texture2D>( this, CCPBROpacityShader.textureNormal );
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normalScale = new CustomMaterialProperty<float>( this, CCPBROpacityShader.normalScale );
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rim = new CustomMaterialProperty<float>( this, CCPBROpacityShader.rim );
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rimTint = new CustomMaterialProperty<float>( this, CCPBROpacityShader.rimTint );
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textureRim = new CustomMaterialProperty<Texture2D>( this, CCPBROpacityShader.textureRim );
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clearcoat = new CustomMaterialProperty<float>( this, CCPBROpacityShader.clearcoat );
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clearcoatRoughness = new CustomMaterialProperty<float>( this, CCPBROpacityShader.clearcoatRoughness );
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textureClearcoat = new CustomMaterialProperty<Texture2D>( this, CCPBROpacityShader.textureClearcoat );
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textureAmbientOcclusion = new CustomMaterialProperty<Texture2D>( this, CCPBROpacityShader.textureAmbientOcclusion );
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aoTextureChannel = new CustomMaterialProperty<Vector4>( this, CCPBROpacityShader.aoTextureChannel );
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aoLightAffect = new CustomMaterialProperty<float>( this, CCPBROpacityShader.aoLightAffect );
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subsurfaceScatteringStrength = new CustomMaterialProperty<float>( this, CCPBROpacityShader.subsurfaceScatteringStrength );
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textureSubsurfaceScattering = new CustomMaterialProperty<Texture2D>( this, CCPBROpacityShader.textureSubsurfaceScattering );
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transmittanceColor = new CustomMaterialProperty<Color>( this, CCPBROpacityShader.transmittanceColor );
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transmittanceDepth = new CustomMaterialProperty<float>( this, CCPBROpacityShader.transmittanceDepth );
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textureSubsurfaceTransmittance = new CustomMaterialProperty<Texture2D>( this, CCPBROpacityShader.textureSubsurfaceTransmittance );
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transmittanceBoost = new CustomMaterialProperty<float>( this, CCPBROpacityShader.transmittanceBoost );
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backlight = new CustomMaterialProperty<Color>( this, CCPBROpacityShader.backlight );
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textureBacklight = new CustomMaterialProperty<Texture2D>( this, CCPBROpacityShader.textureBacklight );
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textureHeightmap = new CustomMaterialProperty<Texture2D>( this, CCPBROpacityShader.textureHeightmap );
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heightmapScale = new CustomMaterialProperty<float>( this, CCPBROpacityShader.heightmapScale );
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heightmapMinLayers = new CustomMaterialProperty<int>( this, CCPBROpacityShader.heightmapMinLayers );
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heightmapMaxLayers = new CustomMaterialProperty<int>( this, CCPBROpacityShader.heightmapMaxLayers );
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heightmapFlip = new CustomMaterialProperty<Vector2>( this, CCPBROpacityShader.heightmapFlip );
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uv1Scale = new CustomMaterialProperty<Vector3>( this, CCPBROpacityShader.uv1Scale );
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uv1Offset = new CustomMaterialProperty<Vector3>( this, CCPBROpacityShader.uv1Offset );
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uv2Scale = new CustomMaterialProperty<Vector3>( this, CCPBROpacityShader.uv2Scale );
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uv2Offset = new CustomMaterialProperty<Vector3>( this, CCPBROpacityShader.uv2Offset );
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}
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}
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} |