using Godot; namespace Rokojori { [Tool] [GlobalClass] public partial class ParametricFlareFading:FlareFading { [Export( PropertyHint.Range, "0,3" ) ] public float fading = 0.1f; [Export( PropertyHint.Range, "0,3" ) ] public float opacity = 0.1f; [Export( PropertyHint.Range, "0,3" ) ] public float sizeX = 0.1f; [Export( PropertyHint.Range, "0,3" ) ] public float sizeY = 0.1f; public override void ApplyFading( FlareLayer.Data data ) { var material = data.material; BaseFlareShader.fadingMode.Set( material, 1 ); BaseFlareShader.fadingPower.Set( material, fading ); BaseFlareShader.opacityFadingPower.Set( material, opacity ); BaseFlareShader.sizeXfadingPower.Set( material, sizeX ); BaseFlareShader.sizeYfadingPower.Set( material, sizeY ); } } }