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