rj-action-library/Runtime/Reallusion/Shaders/CCPBROpacityMaterial.cs

159 lines
12 KiB
C#

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