rj-action-library/Runtime/Reallusion/Shaders/Hair/Variants/CCHairDiscardMaterial.cs

225 lines
19 KiB
C#

using Godot;
namespace Rokojori
{
// Generated by ShaderClassGenerator
public class CCHairDiscardShader
{
public static readonly CachedResource<Shader> shader = new CachedResource<Shader>(
"res://addons/rokojori_action_library/Runtime/Reallusion/Shaders/Hair/Variants/CCHairDiscard.gdshader"
);
public static readonly BoolPropertyName enabled = BoolPropertyName.Create( "enabled" );
public static readonly ColorPropertyName albedo = ColorPropertyName.Create( "albedo" );
public static readonly Texture2DPropertyName textureAlbedo = Texture2DPropertyName.Create( "texture_albedo" );
public static readonly Vector3PropertyName hslOffset = Vector3PropertyName.Create( "hslOffset" );
public static readonly Texture2DPropertyName textureBlend = Texture2DPropertyName.Create( "texture_blend" );
public static readonly FloatPropertyName blendAmount = FloatPropertyName.Create( "blendAmount" );
public static readonly FloatPropertyName naturalColors = FloatPropertyName.Create( "naturalColors" );
public static readonly Texture2DPropertyName textureOpacity = Texture2DPropertyName.Create( "texture_opacity" );
public static readonly FloatPropertyName opacity = FloatPropertyName.Create( "opacity" );
public static readonly FloatPropertyName opacityGamma = FloatPropertyName.Create( "opacityGamma" );
public static readonly FloatPropertyName alphaDiscardTreshold = FloatPropertyName.Create( "alphaDiscardTreshold" );
public static readonly Texture2DPropertyName rootMap = Texture2DPropertyName.Create( "rootMap" );
public static readonly Texture2DPropertyName flowMap = Texture2DPropertyName.Create( "flowMap" );
public static readonly Texture2DPropertyName idMap = Texture2DPropertyName.Create( "idMap" );
public static readonly FloatPropertyName diffuseStrength = FloatPropertyName.Create( "diffuseStrength" );
public static readonly FloatPropertyName vertexColorStrength = FloatPropertyName.Create( "vertexColorStrength" );
public static readonly ColorPropertyName vertexGreyToColor = ColorPropertyName.Create( "vertexGreyToColor" );
public static readonly BoolPropertyName activateHairColor = BoolPropertyName.Create( "activateHairColor" );
public static readonly FloatPropertyName baseColorMapStrength = FloatPropertyName.Create( "baseColorMapStrength" );
public static readonly ColorPropertyName strandRootColor = ColorPropertyName.Create( "strandRootColor" );
public static readonly FloatPropertyName strandRootStrength = FloatPropertyName.Create( "strandRootStrength" );
public static readonly ColorPropertyName strandEndColor = ColorPropertyName.Create( "strandEndColor" );
public static readonly FloatPropertyName strandEndStrength = FloatPropertyName.Create( "strandEndStrength" );
public static readonly FloatPropertyName strandGamma = FloatPropertyName.Create( "strandGamma" );
public static readonly FloatPropertyName maximumHighlightAmount = FloatPropertyName.Create( "maximumHighlightAmount" );
public static readonly FloatPropertyName highlightFadeOutStart = FloatPropertyName.Create( "highlightFadeOutStart" );
public static readonly FloatPropertyName highlightFadeOutEnd = FloatPropertyName.Create( "highlightFadeOutEnd" );
public static readonly FloatPropertyName highlightFadeOutPower = FloatPropertyName.Create( "highlightFadeOutPower" );
public static readonly FloatPropertyName highlightFadeOutAmount = FloatPropertyName.Create( "highlightFadeOutAmount" );
public static readonly ColorPropertyName highlightAColor = ColorPropertyName.Create( "highlightAColor" );
public static readonly FloatPropertyName highlightAStrength = FloatPropertyName.Create( "highlightAStrength" );
public static readonly Vector3PropertyName highlightARange = Vector3PropertyName.Create( "highlightARange" );
public static readonly FloatPropertyName highlightAOverlapEnd = FloatPropertyName.Create( "highlightAOverlapEnd" );
public static readonly FloatPropertyName highlightAInvert = FloatPropertyName.Create( "highlightAInvert" );
public static readonly ColorPropertyName highlightBColor = ColorPropertyName.Create( "highlightBColor" );
public static readonly FloatPropertyName highlightBStrength = FloatPropertyName.Create( "highlightBStrength" );
public static readonly Vector3PropertyName highlightBRange = Vector3PropertyName.Create( "highlightBRange" );
public static readonly FloatPropertyName highlightBOverlapEnd = FloatPropertyName.Create( "highlightBOverlapEnd" );
public static readonly FloatPropertyName highlightBInvert = FloatPropertyName.Create( "highlightBInvert" );
public static readonly FloatPropertyName roughness = FloatPropertyName.Create( "roughness" );
public static readonly FloatPropertyName roughnessOffset = FloatPropertyName.Create( "roughnessOffset" );
public static readonly Texture2DPropertyName textureRoughness = Texture2DPropertyName.Create( "texture_roughness" );
public static readonly FloatPropertyName metallic = FloatPropertyName.Create( "metallic" );
public static readonly FloatPropertyName metallicOffset = FloatPropertyName.Create( "metallicOffset" );
public static readonly Texture2DPropertyName textureMetallic = Texture2DPropertyName.Create( "texture_metallic" );
public static readonly FloatPropertyName specular = FloatPropertyName.Create( "specular" );
public static readonly FloatPropertyName specularOpacityAmount = FloatPropertyName.Create( "specularOpacityAmount" );
public static readonly FloatPropertyName specularOpacityGamma = FloatPropertyName.Create( "specularOpacityGamma" );
public static readonly FloatPropertyName anisotropyRatio = FloatPropertyName.Create( "anisotropy_ratio" );
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 ColorPropertyName backlight = ColorPropertyName.Create( "backlight" );
public static readonly FloatPropertyName albedoToBacklightAmount = FloatPropertyName.Create( "albedoToBacklightAmount" );
public static readonly Texture2DPropertyName textureBacklight = Texture2DPropertyName.Create( "texture_backlight" );
public static readonly FloatPropertyName subsurfaceScatteringStrength = FloatPropertyName.Create( "subsurface_scattering_strength" );
public static readonly Texture2DPropertyName textureAmbientOcclusion = Texture2DPropertyName.Create( "texture_ambient_occlusion" );
public static readonly FloatPropertyName aoLightAffect = FloatPropertyName.Create( "ao_light_affect" );
public static readonly FloatPropertyName ambientOcclusion = FloatPropertyName.Create( "ambientOcclusion" );
public static readonly FloatPropertyName aoGamma = FloatPropertyName.Create( "aoGamma" );
public static readonly FloatPropertyName rootOcclusionAmount = FloatPropertyName.Create( "rootOcclusionAmount" );
public static readonly FloatPropertyName rootOcclusionRange = FloatPropertyName.Create( "rootOcclusionRange" );
public static readonly FloatPropertyName endOcclusionAmount = FloatPropertyName.Create( "endOcclusionAmount" );
public static readonly FloatPropertyName endOcclusionRange = FloatPropertyName.Create( "endOcclusionRange" );
public static readonly FloatPropertyName rootBasedOcclusion = FloatPropertyName.Create( "rootBasedOcclusion" );
}
[Tool]
public partial class CCHairDiscardMaterial:CustomMaterial
{
public readonly CustomMaterialProperty<bool> enabled;
public readonly CustomMaterialProperty<Color> albedo;
public readonly CustomMaterialProperty<Texture2D> textureAlbedo;
public readonly CustomMaterialProperty<Vector3> hslOffset;
public readonly CustomMaterialProperty<Texture2D> textureBlend;
public readonly CustomMaterialProperty<float> blendAmount;
public readonly CustomMaterialProperty<float> naturalColors;
public readonly CustomMaterialProperty<Texture2D> textureOpacity;
public readonly CustomMaterialProperty<float> opacity;
public readonly CustomMaterialProperty<float> opacityGamma;
public readonly CustomMaterialProperty<float> alphaDiscardTreshold;
public readonly CustomMaterialProperty<Texture2D> rootMap;
public readonly CustomMaterialProperty<Texture2D> flowMap;
public readonly CustomMaterialProperty<Texture2D> idMap;
public readonly CustomMaterialProperty<float> diffuseStrength;
public readonly CustomMaterialProperty<float> vertexColorStrength;
public readonly CustomMaterialProperty<Color> vertexGreyToColor;
public readonly CustomMaterialProperty<bool> activateHairColor;
public readonly CustomMaterialProperty<float> baseColorMapStrength;
public readonly CustomMaterialProperty<Color> strandRootColor;
public readonly CustomMaterialProperty<float> strandRootStrength;
public readonly CustomMaterialProperty<Color> strandEndColor;
public readonly CustomMaterialProperty<float> strandEndStrength;
public readonly CustomMaterialProperty<float> strandGamma;
public readonly CustomMaterialProperty<float> maximumHighlightAmount;
public readonly CustomMaterialProperty<float> highlightFadeOutStart;
public readonly CustomMaterialProperty<float> highlightFadeOutEnd;
public readonly CustomMaterialProperty<float> highlightFadeOutPower;
public readonly CustomMaterialProperty<float> highlightFadeOutAmount;
public readonly CustomMaterialProperty<Color> highlightAColor;
public readonly CustomMaterialProperty<float> highlightAStrength;
public readonly CustomMaterialProperty<Vector3> highlightARange;
public readonly CustomMaterialProperty<float> highlightAOverlapEnd;
public readonly CustomMaterialProperty<float> highlightAInvert;
public readonly CustomMaterialProperty<Color> highlightBColor;
public readonly CustomMaterialProperty<float> highlightBStrength;
public readonly CustomMaterialProperty<Vector3> highlightBRange;
public readonly CustomMaterialProperty<float> highlightBOverlapEnd;
public readonly CustomMaterialProperty<float> highlightBInvert;
public readonly CustomMaterialProperty<float> roughness;
public readonly CustomMaterialProperty<float> roughnessOffset;
public readonly CustomMaterialProperty<Texture2D> textureRoughness;
public readonly CustomMaterialProperty<float> metallic;
public readonly CustomMaterialProperty<float> metallicOffset;
public readonly CustomMaterialProperty<Texture2D> textureMetallic;
public readonly CustomMaterialProperty<float> specular;
public readonly CustomMaterialProperty<float> specularOpacityAmount;
public readonly CustomMaterialProperty<float> specularOpacityGamma;
public readonly CustomMaterialProperty<float> anisotropyRatio;
public readonly CustomMaterialProperty<Texture2D> textureEmission;
public readonly CustomMaterialProperty<Color> emission;
public readonly CustomMaterialProperty<float> emissionEnergy;
public readonly CustomMaterialProperty<Color> backlight;
public readonly CustomMaterialProperty<float> albedoToBacklightAmount;
public readonly CustomMaterialProperty<Texture2D> textureBacklight;
public readonly CustomMaterialProperty<float> subsurfaceScatteringStrength;
public readonly CustomMaterialProperty<Texture2D> textureAmbientOcclusion;
public readonly CustomMaterialProperty<float> aoLightAffect;
public readonly CustomMaterialProperty<float> ambientOcclusion;
public readonly CustomMaterialProperty<float> aoGamma;
public readonly CustomMaterialProperty<float> rootOcclusionAmount;
public readonly CustomMaterialProperty<float> rootOcclusionRange;
public readonly CustomMaterialProperty<float> endOcclusionAmount;
public readonly CustomMaterialProperty<float> endOcclusionRange;
public readonly CustomMaterialProperty<float> rootBasedOcclusion;
public CCHairDiscardMaterial()
{
Shader = CCHairDiscardShader.shader.Get();
enabled = new CustomMaterialProperty<bool>( this, CCHairDiscardShader.enabled );
albedo = new CustomMaterialProperty<Color>( this, CCHairDiscardShader.albedo );
textureAlbedo = new CustomMaterialProperty<Texture2D>( this, CCHairDiscardShader.textureAlbedo );
hslOffset = new CustomMaterialProperty<Vector3>( this, CCHairDiscardShader.hslOffset );
textureBlend = new CustomMaterialProperty<Texture2D>( this, CCHairDiscardShader.textureBlend );
blendAmount = new CustomMaterialProperty<float>( this, CCHairDiscardShader.blendAmount );
naturalColors = new CustomMaterialProperty<float>( this, CCHairDiscardShader.naturalColors );
textureOpacity = new CustomMaterialProperty<Texture2D>( this, CCHairDiscardShader.textureOpacity );
opacity = new CustomMaterialProperty<float>( this, CCHairDiscardShader.opacity );
opacityGamma = new CustomMaterialProperty<float>( this, CCHairDiscardShader.opacityGamma );
alphaDiscardTreshold = new CustomMaterialProperty<float>( this, CCHairDiscardShader.alphaDiscardTreshold );
rootMap = new CustomMaterialProperty<Texture2D>( this, CCHairDiscardShader.rootMap );
flowMap = new CustomMaterialProperty<Texture2D>( this, CCHairDiscardShader.flowMap );
idMap = new CustomMaterialProperty<Texture2D>( this, CCHairDiscardShader.idMap );
diffuseStrength = new CustomMaterialProperty<float>( this, CCHairDiscardShader.diffuseStrength );
vertexColorStrength = new CustomMaterialProperty<float>( this, CCHairDiscardShader.vertexColorStrength );
vertexGreyToColor = new CustomMaterialProperty<Color>( this, CCHairDiscardShader.vertexGreyToColor );
activateHairColor = new CustomMaterialProperty<bool>( this, CCHairDiscardShader.activateHairColor );
baseColorMapStrength = new CustomMaterialProperty<float>( this, CCHairDiscardShader.baseColorMapStrength );
strandRootColor = new CustomMaterialProperty<Color>( this, CCHairDiscardShader.strandRootColor );
strandRootStrength = new CustomMaterialProperty<float>( this, CCHairDiscardShader.strandRootStrength );
strandEndColor = new CustomMaterialProperty<Color>( this, CCHairDiscardShader.strandEndColor );
strandEndStrength = new CustomMaterialProperty<float>( this, CCHairDiscardShader.strandEndStrength );
strandGamma = new CustomMaterialProperty<float>( this, CCHairDiscardShader.strandGamma );
maximumHighlightAmount = new CustomMaterialProperty<float>( this, CCHairDiscardShader.maximumHighlightAmount );
highlightFadeOutStart = new CustomMaterialProperty<float>( this, CCHairDiscardShader.highlightFadeOutStart );
highlightFadeOutEnd = new CustomMaterialProperty<float>( this, CCHairDiscardShader.highlightFadeOutEnd );
highlightFadeOutPower = new CustomMaterialProperty<float>( this, CCHairDiscardShader.highlightFadeOutPower );
highlightFadeOutAmount = new CustomMaterialProperty<float>( this, CCHairDiscardShader.highlightFadeOutAmount );
highlightAColor = new CustomMaterialProperty<Color>( this, CCHairDiscardShader.highlightAColor );
highlightAStrength = new CustomMaterialProperty<float>( this, CCHairDiscardShader.highlightAStrength );
highlightARange = new CustomMaterialProperty<Vector3>( this, CCHairDiscardShader.highlightARange );
highlightAOverlapEnd = new CustomMaterialProperty<float>( this, CCHairDiscardShader.highlightAOverlapEnd );
highlightAInvert = new CustomMaterialProperty<float>( this, CCHairDiscardShader.highlightAInvert );
highlightBColor = new CustomMaterialProperty<Color>( this, CCHairDiscardShader.highlightBColor );
highlightBStrength = new CustomMaterialProperty<float>( this, CCHairDiscardShader.highlightBStrength );
highlightBRange = new CustomMaterialProperty<Vector3>( this, CCHairDiscardShader.highlightBRange );
highlightBOverlapEnd = new CustomMaterialProperty<float>( this, CCHairDiscardShader.highlightBOverlapEnd );
highlightBInvert = new CustomMaterialProperty<float>( this, CCHairDiscardShader.highlightBInvert );
roughness = new CustomMaterialProperty<float>( this, CCHairDiscardShader.roughness );
roughnessOffset = new CustomMaterialProperty<float>( this, CCHairDiscardShader.roughnessOffset );
textureRoughness = new CustomMaterialProperty<Texture2D>( this, CCHairDiscardShader.textureRoughness );
metallic = new CustomMaterialProperty<float>( this, CCHairDiscardShader.metallic );
metallicOffset = new CustomMaterialProperty<float>( this, CCHairDiscardShader.metallicOffset );
textureMetallic = new CustomMaterialProperty<Texture2D>( this, CCHairDiscardShader.textureMetallic );
specular = new CustomMaterialProperty<float>( this, CCHairDiscardShader.specular );
specularOpacityAmount = new CustomMaterialProperty<float>( this, CCHairDiscardShader.specularOpacityAmount );
specularOpacityGamma = new CustomMaterialProperty<float>( this, CCHairDiscardShader.specularOpacityGamma );
anisotropyRatio = new CustomMaterialProperty<float>( this, CCHairDiscardShader.anisotropyRatio );
textureEmission = new CustomMaterialProperty<Texture2D>( this, CCHairDiscardShader.textureEmission );
emission = new CustomMaterialProperty<Color>( this, CCHairDiscardShader.emission );
emissionEnergy = new CustomMaterialProperty<float>( this, CCHairDiscardShader.emissionEnergy );
backlight = new CustomMaterialProperty<Color>( this, CCHairDiscardShader.backlight );
albedoToBacklightAmount = new CustomMaterialProperty<float>( this, CCHairDiscardShader.albedoToBacklightAmount );
textureBacklight = new CustomMaterialProperty<Texture2D>( this, CCHairDiscardShader.textureBacklight );
subsurfaceScatteringStrength = new CustomMaterialProperty<float>( this, CCHairDiscardShader.subsurfaceScatteringStrength );
textureAmbientOcclusion = new CustomMaterialProperty<Texture2D>( this, CCHairDiscardShader.textureAmbientOcclusion );
aoLightAffect = new CustomMaterialProperty<float>( this, CCHairDiscardShader.aoLightAffect );
ambientOcclusion = new CustomMaterialProperty<float>( this, CCHairDiscardShader.ambientOcclusion );
aoGamma = new CustomMaterialProperty<float>( this, CCHairDiscardShader.aoGamma );
rootOcclusionAmount = new CustomMaterialProperty<float>( this, CCHairDiscardShader.rootOcclusionAmount );
rootOcclusionRange = new CustomMaterialProperty<float>( this, CCHairDiscardShader.rootOcclusionRange );
endOcclusionAmount = new CustomMaterialProperty<float>( this, CCHairDiscardShader.endOcclusionAmount );
endOcclusionRange = new CustomMaterialProperty<float>( this, CCHairDiscardShader.endOcclusionRange );
rootBasedOcclusion = new CustomMaterialProperty<float>( this, CCHairDiscardShader.rootBasedOcclusion );
}
}
}