rj-action-library/Runtime/Rendering/Assets/Foliage/GPUFoliageShaderMaterial.cs

129 lines
9.4 KiB
C#

using Godot;
namespace Rokojori
{
// Generated by ShaderClassGenerator
public class GPUFoliageShaderShader
{
public static readonly CachedResource<Shader> shader = new CachedResource<Shader>(
"res://addons/rokojori_action_library/Runtime/Rendering/Assets/Foliage/GPUFoliageShader.gdshader"
);
public static readonly Vector3PropertyName cameraPosition = Vector3PropertyName.Create( "cameraPosition" );
public static readonly FloatPropertyName yaw = FloatPropertyName.Create( "yaw" );
public static readonly FloatPropertyName cellSize = FloatPropertyName.Create( "cellSize" );
public static readonly IntPropertyName width = IntPropertyName.Create( "width" );
public static readonly IntPropertyName height = IntPropertyName.Create( "height" );
public static readonly Texture2DPropertyName positionVariance = Texture2DPropertyName.Create( "positionVariance" );
public static readonly Vector3PropertyName maxPositionOffset = Vector3PropertyName.Create( "maxPositionOffset" );
public static readonly Vector2PropertyName positionUvScale = Vector2PropertyName.Create( "positionUVScale" );
public static readonly Vector2PropertyName positionUvOffset = Vector2PropertyName.Create( "positionUVOffset" );
public static readonly FloatPropertyName heightOffset = FloatPropertyName.Create( "heightOffset" );
public static readonly Texture2DPropertyName rotationVariance = Texture2DPropertyName.Create( "rotationVariance" );
public static readonly Vector3PropertyName minRotation = Vector3PropertyName.Create( "minRotation" );
public static readonly Vector3PropertyName maxRotation = Vector3PropertyName.Create( "maxRotation" );
public static readonly Vector2PropertyName rotationUvScale = Vector2PropertyName.Create( "rotationUVScale" );
public static readonly Vector2PropertyName rotationUvOffset = Vector2PropertyName.Create( "rotationUVOffset" );
public static readonly Texture2DPropertyName scaleVariance = Texture2DPropertyName.Create( "scaleVariance" );
public static readonly Vector3PropertyName minScale = Vector3PropertyName.Create( "minScale" );
public static readonly Vector3PropertyName maxScale = Vector3PropertyName.Create( "maxScale" );
public static readonly Vector2PropertyName scaleUvScale = Vector2PropertyName.Create( "scaleUVScale" );
public static readonly Vector2PropertyName scaleUvOffset = Vector2PropertyName.Create( "scaleUVOffset" );
public static readonly FloatPropertyName occupancyAmount = FloatPropertyName.Create( "occupancyAmount" );
public static readonly FloatPropertyName occupancyPower = FloatPropertyName.Create( "occupancyPower" );
public static readonly FloatPropertyName occupancyTreshold = FloatPropertyName.Create( "occupancyTreshold" );
public static readonly FloatPropertyName occupancyHideOffset = FloatPropertyName.Create( "occupancyHideOffset" );
public static readonly FloatPropertyName occupancyHideScale = FloatPropertyName.Create( "occupancyHideScale" );
public static readonly Texture2DPropertyName occupancyVariance = Texture2DPropertyName.Create( "occupancyVariance" );
public static readonly Vector2PropertyName occupancyUvScale = Vector2PropertyName.Create( "occupancyUVScale" );
public static readonly Vector2PropertyName occupancyUvOffset = Vector2PropertyName.Create( "occupancyUVOffset" );
public static readonly FloatPropertyName hideStart = FloatPropertyName.Create( "hideStart" );
public static readonly FloatPropertyName hideMax = FloatPropertyName.Create( "hideMax" );
public static readonly FloatPropertyName hideOffset = FloatPropertyName.Create( "hideOffset" );
public static readonly Vector2PropertyName mapSize = Vector2PropertyName.Create( "mapSize" );
public static readonly Vector2PropertyName mapCenter = Vector2PropertyName.Create( "mapCenter" );
}
[Tool]
public partial class GPUFoliageShaderMaterial:CustomMaterial
{
public readonly CustomMaterialProperty<Vector3> cameraPosition;
public readonly CustomMaterialProperty<float> yaw;
public readonly CustomMaterialProperty<float> cellSize;
public readonly CustomMaterialProperty<int> width;
public readonly CustomMaterialProperty<int> height;
public readonly CustomMaterialProperty<Texture2D> positionVariance;
public readonly CustomMaterialProperty<Vector3> maxPositionOffset;
public readonly CustomMaterialProperty<Vector2> positionUvScale;
public readonly CustomMaterialProperty<Vector2> positionUvOffset;
public readonly CustomMaterialProperty<float> heightOffset;
public readonly CustomMaterialProperty<Texture2D> rotationVariance;
public readonly CustomMaterialProperty<Vector3> minRotation;
public readonly CustomMaterialProperty<Vector3> maxRotation;
public readonly CustomMaterialProperty<Vector2> rotationUvScale;
public readonly CustomMaterialProperty<Vector2> rotationUvOffset;
public readonly CustomMaterialProperty<Texture2D> scaleVariance;
public readonly CustomMaterialProperty<Vector3> minScale;
public readonly CustomMaterialProperty<Vector3> maxScale;
public readonly CustomMaterialProperty<Vector2> scaleUvScale;
public readonly CustomMaterialProperty<Vector2> scaleUvOffset;
public readonly CustomMaterialProperty<float> occupancyAmount;
public readonly CustomMaterialProperty<float> occupancyPower;
public readonly CustomMaterialProperty<float> occupancyTreshold;
public readonly CustomMaterialProperty<float> occupancyHideOffset;
public readonly CustomMaterialProperty<float> occupancyHideScale;
public readonly CustomMaterialProperty<Texture2D> occupancyVariance;
public readonly CustomMaterialProperty<Vector2> occupancyUvScale;
public readonly CustomMaterialProperty<Vector2> occupancyUvOffset;
public readonly CustomMaterialProperty<float> hideStart;
public readonly CustomMaterialProperty<float> hideMax;
public readonly CustomMaterialProperty<float> hideOffset;
public readonly CustomMaterialProperty<Vector2> mapSize;
public readonly CustomMaterialProperty<Vector2> mapCenter;
public GPUFoliageShaderMaterial()
{
Shader = GPUFoliageShaderShader.shader.Get();
cameraPosition = new CustomMaterialProperty<Vector3>( this, GPUFoliageShaderShader.cameraPosition );
yaw = new CustomMaterialProperty<float>( this, GPUFoliageShaderShader.yaw );
cellSize = new CustomMaterialProperty<float>( this, GPUFoliageShaderShader.cellSize );
width = new CustomMaterialProperty<int>( this, GPUFoliageShaderShader.width );
height = new CustomMaterialProperty<int>( this, GPUFoliageShaderShader.height );
positionVariance = new CustomMaterialProperty<Texture2D>( this, GPUFoliageShaderShader.positionVariance );
maxPositionOffset = new CustomMaterialProperty<Vector3>( this, GPUFoliageShaderShader.maxPositionOffset );
positionUvScale = new CustomMaterialProperty<Vector2>( this, GPUFoliageShaderShader.positionUvScale );
positionUvOffset = new CustomMaterialProperty<Vector2>( this, GPUFoliageShaderShader.positionUvOffset );
heightOffset = new CustomMaterialProperty<float>( this, GPUFoliageShaderShader.heightOffset );
rotationVariance = new CustomMaterialProperty<Texture2D>( this, GPUFoliageShaderShader.rotationVariance );
minRotation = new CustomMaterialProperty<Vector3>( this, GPUFoliageShaderShader.minRotation );
maxRotation = new CustomMaterialProperty<Vector3>( this, GPUFoliageShaderShader.maxRotation );
rotationUvScale = new CustomMaterialProperty<Vector2>( this, GPUFoliageShaderShader.rotationUvScale );
rotationUvOffset = new CustomMaterialProperty<Vector2>( this, GPUFoliageShaderShader.rotationUvOffset );
scaleVariance = new CustomMaterialProperty<Texture2D>( this, GPUFoliageShaderShader.scaleVariance );
minScale = new CustomMaterialProperty<Vector3>( this, GPUFoliageShaderShader.minScale );
maxScale = new CustomMaterialProperty<Vector3>( this, GPUFoliageShaderShader.maxScale );
scaleUvScale = new CustomMaterialProperty<Vector2>( this, GPUFoliageShaderShader.scaleUvScale );
scaleUvOffset = new CustomMaterialProperty<Vector2>( this, GPUFoliageShaderShader.scaleUvOffset );
occupancyAmount = new CustomMaterialProperty<float>( this, GPUFoliageShaderShader.occupancyAmount );
occupancyPower = new CustomMaterialProperty<float>( this, GPUFoliageShaderShader.occupancyPower );
occupancyTreshold = new CustomMaterialProperty<float>( this, GPUFoliageShaderShader.occupancyTreshold );
occupancyHideOffset = new CustomMaterialProperty<float>( this, GPUFoliageShaderShader.occupancyHideOffset );
occupancyHideScale = new CustomMaterialProperty<float>( this, GPUFoliageShaderShader.occupancyHideScale );
occupancyVariance = new CustomMaterialProperty<Texture2D>( this, GPUFoliageShaderShader.occupancyVariance );
occupancyUvScale = new CustomMaterialProperty<Vector2>( this, GPUFoliageShaderShader.occupancyUvScale );
occupancyUvOffset = new CustomMaterialProperty<Vector2>( this, GPUFoliageShaderShader.occupancyUvOffset );
hideStart = new CustomMaterialProperty<float>( this, GPUFoliageShaderShader.hideStart );
hideMax = new CustomMaterialProperty<float>( this, GPUFoliageShaderShader.hideMax );
hideOffset = new CustomMaterialProperty<float>( this, GPUFoliageShaderShader.hideOffset );
mapSize = new CustomMaterialProperty<Vector2>( this, GPUFoliageShaderShader.mapSize );
mapCenter = new CustomMaterialProperty<Vector2>( this, GPUFoliageShaderShader.mapCenter );
}
}
}