rj-action-library/Runtime/UI/Shaders/RoundedRectangle/RoundedRectangleMaterial.cs

85 lines
5.6 KiB
C#

using Godot;
namespace Rokojori
{
// Generated by ShaderClassGenerator
public class RoundedRectangleShader
{
public static readonly CachedResource<Shader> shader = new CachedResource<Shader>(
"res://addons/rokojori_action_library/Runtime/UI/Shaders/RoundedRectangle/RoundedRectangle.gdshader"
);
public static readonly Vector2PropertyName size = Vector2PropertyName.Create( "size" );
public static readonly FloatPropertyName sharpness = FloatPropertyName.Create( "sharpness" );
public static readonly FloatPropertyName borderRadius = FloatPropertyName.Create( "borderRadius" );
public static readonly FloatPropertyName strokeSize = FloatPropertyName.Create( "strokeSize" );
public static readonly FloatPropertyName offset = FloatPropertyName.Create( "offset" );
public static readonly ColorPropertyName fillColor = ColorPropertyName.Create( "fillColor" );
public static readonly Vector4PropertyName fillUvTransform = Vector4PropertyName.Create( "fillUVTransform" );
public static readonly Vector4PropertyName screenfillMultiplyUvTransform = Vector4PropertyName.Create( "screenfillMultiplyUVTransform" );
public static readonly Vector2PropertyName screenfillMultiplyUvMovement = Vector2PropertyName.Create( "screenfillMultiplyUVMovement" );
public static readonly ColorPropertyName strokeColor = ColorPropertyName.Create( "strokeColor" );
public static readonly Vector4PropertyName strokeUvTransform = Vector4PropertyName.Create( "strokeUVTransform" );
public static readonly Vector4PropertyName screenStrokeMultiplyUvTransform = Vector4PropertyName.Create( "screenStrokeMultiplyUVTransform" );
public static readonly Vector2PropertyName screenStrokeMultiplyUvMovment = Vector2PropertyName.Create( "screenStrokeMultiplyUVMovment" );
public static readonly FloatPropertyName opacity = FloatPropertyName.Create( "opacity" );
public static readonly Texture2DPropertyName fill = Texture2DPropertyName.Create( "fill" );
public static readonly Texture2DPropertyName screenFillMultiply = Texture2DPropertyName.Create( "screenFillMultiply" );
public static readonly Texture2DPropertyName stroke = Texture2DPropertyName.Create( "stroke" );
public static readonly Texture2DPropertyName screenStrokeMultiply = Texture2DPropertyName.Create( "screenStrokeMultiply" );
}
[Tool]
[GlobalClass]
public partial class RoundedRectangleMaterial:CustomMaterial
{
public readonly CustomMaterialProperty<Vector2> size;
public readonly CustomMaterialProperty<float> sharpness;
public readonly CustomMaterialProperty<float> borderRadius;
public readonly CustomMaterialProperty<float> strokeSize;
public readonly CustomMaterialProperty<float> offset;
public readonly CustomMaterialProperty<Color> fillColor;
public readonly CustomMaterialProperty<Vector4> fillUvTransform;
public readonly CustomMaterialProperty<Vector4> screenfillMultiplyUvTransform;
public readonly CustomMaterialProperty<Vector2> screenfillMultiplyUvMovement;
public readonly CustomMaterialProperty<Color> strokeColor;
public readonly CustomMaterialProperty<Vector4> strokeUvTransform;
public readonly CustomMaterialProperty<Vector4> screenStrokeMultiplyUvTransform;
public readonly CustomMaterialProperty<Vector2> screenStrokeMultiplyUvMovment;
public readonly CustomMaterialProperty<float> opacity;
public readonly CustomMaterialProperty<Texture2D> fill;
public readonly CustomMaterialProperty<Texture2D> screenFillMultiply;
public readonly CustomMaterialProperty<Texture2D> stroke;
public readonly CustomMaterialProperty<Texture2D> screenStrokeMultiply;
public RoundedRectangleMaterial()
{
Shader = RoundedRectangleShader.shader.Get();
size = new CustomMaterialProperty<Vector2>( this, RoundedRectangleShader.size );
sharpness = new CustomMaterialProperty<float>( this, RoundedRectangleShader.sharpness );
borderRadius = new CustomMaterialProperty<float>( this, RoundedRectangleShader.borderRadius );
strokeSize = new CustomMaterialProperty<float>( this, RoundedRectangleShader.strokeSize );
offset = new CustomMaterialProperty<float>( this, RoundedRectangleShader.offset );
fillColor = new CustomMaterialProperty<Color>( this, RoundedRectangleShader.fillColor );
fillUvTransform = new CustomMaterialProperty<Vector4>( this, RoundedRectangleShader.fillUvTransform );
screenfillMultiplyUvTransform = new CustomMaterialProperty<Vector4>( this, RoundedRectangleShader.screenfillMultiplyUvTransform );
screenfillMultiplyUvMovement = new CustomMaterialProperty<Vector2>( this, RoundedRectangleShader.screenfillMultiplyUvMovement );
strokeColor = new CustomMaterialProperty<Color>( this, RoundedRectangleShader.strokeColor );
strokeUvTransform = new CustomMaterialProperty<Vector4>( this, RoundedRectangleShader.strokeUvTransform );
screenStrokeMultiplyUvTransform = new CustomMaterialProperty<Vector4>( this, RoundedRectangleShader.screenStrokeMultiplyUvTransform );
screenStrokeMultiplyUvMovment = new CustomMaterialProperty<Vector2>( this, RoundedRectangleShader.screenStrokeMultiplyUvMovment );
opacity = new CustomMaterialProperty<float>( this, RoundedRectangleShader.opacity );
fill = new CustomMaterialProperty<Texture2D>( this, RoundedRectangleShader.fill );
screenFillMultiply = new CustomMaterialProperty<Texture2D>( this, RoundedRectangleShader.screenFillMultiply );
stroke = new CustomMaterialProperty<Texture2D>( this, RoundedRectangleShader.stroke );
screenStrokeMultiply = new CustomMaterialProperty<Texture2D>( this, RoundedRectangleShader.screenStrokeMultiply );
}
}
}