117 lines
8.4 KiB
C#
117 lines
8.4 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 CCSkinShader
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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/CCSkin.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 Texture2DPropertyName textureAlbedoNoise = Texture2DPropertyName.Create( "texture_albedoNoise" );
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public static readonly FloatPropertyName albedoNoise = FloatPropertyName.Create( "albedoNoise" );
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public static readonly FloatPropertyName albedoNoiseOffset = FloatPropertyName.Create( "albedoNoiseOffset" );
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public static readonly FloatPropertyName albedoNoiseUvScale = FloatPropertyName.Create( "albedoNoiseUVScale" );
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public static readonly FloatPropertyName albedoNoiseToRoughness = FloatPropertyName.Create( "albedoNoiseToRoughness" );
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public static readonly FloatPropertyName roughness = FloatPropertyName.Create( "roughness" );
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public static readonly FloatPropertyName roughnessOffset = FloatPropertyName.Create( "roughnessOffset" );
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public static readonly FloatPropertyName roughnessOverwriteAmount = FloatPropertyName.Create( "roughnessOverwriteAmount" );
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public static readonly FloatPropertyName roughnessOverwriteValue = FloatPropertyName.Create( "roughnessOverwriteValue" );
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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 Texture2DPropertyName textureSpecular = Texture2DPropertyName.Create( "texture_specular" );
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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 textureAmbientOcclusion = Texture2DPropertyName.Create( "texture_ambient_occlusion" );
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public static readonly FloatPropertyName aoLightAffect = FloatPropertyName.Create( "ao_light_affect" );
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public static readonly Texture2DPropertyName microNormalTexture = Texture2DPropertyName.Create( "microNormalTexture" );
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public static readonly Texture2DPropertyName microNormalMaskTexture = Texture2DPropertyName.Create( "microNormalMaskTexture" );
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public static readonly FloatPropertyName microNormalScale = FloatPropertyName.Create( "microNormalScale" );
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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 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 CCSkinMaterial: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<Texture2D> textureAlbedoNoise;
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public readonly CustomMaterialProperty<float> albedoNoise;
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public readonly CustomMaterialProperty<float> albedoNoiseOffset;
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public readonly CustomMaterialProperty<float> albedoNoiseUvScale;
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public readonly CustomMaterialProperty<float> albedoNoiseToRoughness;
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public readonly CustomMaterialProperty<float> roughness;
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public readonly CustomMaterialProperty<float> roughnessOffset;
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public readonly CustomMaterialProperty<float> roughnessOverwriteAmount;
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public readonly CustomMaterialProperty<float> roughnessOverwriteValue;
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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<Texture2D> textureSpecular;
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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> textureAmbientOcclusion;
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public readonly CustomMaterialProperty<float> aoLightAffect;
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public readonly CustomMaterialProperty<Texture2D> microNormalTexture;
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public readonly CustomMaterialProperty<Texture2D> microNormalMaskTexture;
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public readonly CustomMaterialProperty<float> microNormalScale;
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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<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 CCSkinMaterial()
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{
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Shader = CCSkinShader.shader.Get();
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albedo = new CustomMaterialProperty<Color>( this, CCSkinShader.albedo );
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textureAlbedo = new CustomMaterialProperty<Texture2D>( this, CCSkinShader.textureAlbedo );
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textureAlbedoNoise = new CustomMaterialProperty<Texture2D>( this, CCSkinShader.textureAlbedoNoise );
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albedoNoise = new CustomMaterialProperty<float>( this, CCSkinShader.albedoNoise );
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albedoNoiseOffset = new CustomMaterialProperty<float>( this, CCSkinShader.albedoNoiseOffset );
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albedoNoiseUvScale = new CustomMaterialProperty<float>( this, CCSkinShader.albedoNoiseUvScale );
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albedoNoiseToRoughness = new CustomMaterialProperty<float>( this, CCSkinShader.albedoNoiseToRoughness );
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roughness = new CustomMaterialProperty<float>( this, CCSkinShader.roughness );
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roughnessOffset = new CustomMaterialProperty<float>( this, CCSkinShader.roughnessOffset );
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roughnessOverwriteAmount = new CustomMaterialProperty<float>( this, CCSkinShader.roughnessOverwriteAmount );
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roughnessOverwriteValue = new CustomMaterialProperty<float>( this, CCSkinShader.roughnessOverwriteValue );
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textureRoughness = new CustomMaterialProperty<Texture2D>( this, CCSkinShader.textureRoughness );
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specular = new CustomMaterialProperty<float>( this, CCSkinShader.specular );
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textureSpecular = new CustomMaterialProperty<Texture2D>( this, CCSkinShader.textureSpecular );
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textureNormal = new CustomMaterialProperty<Texture2D>( this, CCSkinShader.textureNormal );
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normalScale = new CustomMaterialProperty<float>( this, CCSkinShader.normalScale );
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rim = new CustomMaterialProperty<float>( this, CCSkinShader.rim );
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rimTint = new CustomMaterialProperty<float>( this, CCSkinShader.rimTint );
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textureAmbientOcclusion = new CustomMaterialProperty<Texture2D>( this, CCSkinShader.textureAmbientOcclusion );
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aoLightAffect = new CustomMaterialProperty<float>( this, CCSkinShader.aoLightAffect );
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microNormalTexture = new CustomMaterialProperty<Texture2D>( this, CCSkinShader.microNormalTexture );
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microNormalMaskTexture = new CustomMaterialProperty<Texture2D>( this, CCSkinShader.microNormalMaskTexture );
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microNormalScale = new CustomMaterialProperty<float>( this, CCSkinShader.microNormalScale );
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subsurfaceScatteringStrength = new CustomMaterialProperty<float>( this, CCSkinShader.subsurfaceScatteringStrength );
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textureSubsurfaceScattering = new CustomMaterialProperty<Texture2D>( this, CCSkinShader.textureSubsurfaceScattering );
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uv1Scale = new CustomMaterialProperty<Vector3>( this, CCSkinShader.uv1Scale );
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uv1Offset = new CustomMaterialProperty<Vector3>( this, CCSkinShader.uv1Offset );
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uv2Scale = new CustomMaterialProperty<Vector3>( this, CCSkinShader.uv2Scale );
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uv2Offset = new CustomMaterialProperty<Vector3>( this, CCSkinShader.uv2Offset );
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}
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}
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} |