Added Generation Output

This commit is contained in:
Samuele Lorefice
2025-01-22 02:23:29 +01:00
parent 83b207b799
commit fa78292a67
936 changed files with 31758 additions and 0 deletions

164
BlendFile/DNA/SceneEEVEE.cs Normal file
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// Automatically generated by BlenderSharp at 22/01/2025 02:21:57
namespace BlendFile.DNA {
public struct SceneEEVEE {
public int flag;
public int gi_diffuse_bounces;
public int gi_cubemap_resolution;
public int gi_visibility_resolution;
public float gi_glossy_clamp;
public int gi_irradiance_pool_size;
public char[] _pad0 = new System.Char[4];
public int taa_samples;
public int taa_render_samples;
public float volumetric_start;
public float volumetric_end;
public int volumetric_tile_size;
public int volumetric_samples;
public float volumetric_sample_distribution;
public float volumetric_light_clamp;
public int volumetric_shadow_samples;
public int volumetric_ray_depth;
public float gtao_distance;
public float gtao_thickness;
public float gtao_focus;
public int gtao_resolution;
public int fast_gi_step_count;
public int fast_gi_ray_count;
public float gtao_quality;
public float fast_gi_distance;
public float fast_gi_thickness_near;
public float fast_gi_thickness_far;
public char fast_gi_method;
public char[] _pad1 = new System.Char[3];
public float bokeh_overblur;
public float bokeh_max_size;
public float bokeh_threshold;
public float bokeh_neighbor_max;
public int motion_blur_samples;
public int motion_blur_max;
public int motion_blur_steps;
public int motion_blur_position;
public float motion_blur_shutter;
public float motion_blur_depth_scale;
public int shadow_cube_size;
public int shadow_pool_size;
public int shadow_ray_count;
public int shadow_step_count;
public float shadow_resolution_scale;
public float clamp_surface_direct;
public float clamp_surface_indirect;
public float clamp_volume_direct;
public float clamp_volume_indirect;
public int ray_tracing_method;
public RaytraceEEVEE ray_tracing_options;
public float overscan;
public float light_threshold;
public SceneEEVEE(
int flag,
int gi_diffuse_bounces,
int gi_cubemap_resolution,
int gi_visibility_resolution,
float gi_glossy_clamp,
int gi_irradiance_pool_size,
char[] _pad0,
int taa_samples,
int taa_render_samples,
float volumetric_start,
float volumetric_end,
int volumetric_tile_size,
int volumetric_samples,
float volumetric_sample_distribution,
float volumetric_light_clamp,
int volumetric_shadow_samples,
int volumetric_ray_depth,
float gtao_distance,
float gtao_thickness,
float gtao_focus,
int gtao_resolution,
int fast_gi_step_count,
int fast_gi_ray_count,
float gtao_quality,
float fast_gi_distance,
float fast_gi_thickness_near,
float fast_gi_thickness_far,
char fast_gi_method,
char[] _pad1,
float bokeh_overblur,
float bokeh_max_size,
float bokeh_threshold,
float bokeh_neighbor_max,
int motion_blur_samples,
int motion_blur_max,
int motion_blur_steps,
int motion_blur_position,
float motion_blur_shutter,
float motion_blur_depth_scale,
int shadow_cube_size,
int shadow_pool_size,
int shadow_ray_count,
int shadow_step_count,
float shadow_resolution_scale,
float clamp_surface_direct,
float clamp_surface_indirect,
float clamp_volume_direct,
float clamp_volume_indirect,
int ray_tracing_method,
RaytraceEEVEE ray_tracing_options,
float overscan,
float light_threshold) {
this.flag = flag;
this.gi_diffuse_bounces = gi_diffuse_bounces;
this.gi_cubemap_resolution = gi_cubemap_resolution;
this.gi_visibility_resolution = gi_visibility_resolution;
this.gi_glossy_clamp = gi_glossy_clamp;
this.gi_irradiance_pool_size = gi_irradiance_pool_size;
this._pad0 = _pad0;
this.taa_samples = taa_samples;
this.taa_render_samples = taa_render_samples;
this.volumetric_start = volumetric_start;
this.volumetric_end = volumetric_end;
this.volumetric_tile_size = volumetric_tile_size;
this.volumetric_samples = volumetric_samples;
this.volumetric_sample_distribution = volumetric_sample_distribution;
this.volumetric_light_clamp = volumetric_light_clamp;
this.volumetric_shadow_samples = volumetric_shadow_samples;
this.volumetric_ray_depth = volumetric_ray_depth;
this.gtao_distance = gtao_distance;
this.gtao_thickness = gtao_thickness;
this.gtao_focus = gtao_focus;
this.gtao_resolution = gtao_resolution;
this.fast_gi_step_count = fast_gi_step_count;
this.fast_gi_ray_count = fast_gi_ray_count;
this.gtao_quality = gtao_quality;
this.fast_gi_distance = fast_gi_distance;
this.fast_gi_thickness_near = fast_gi_thickness_near;
this.fast_gi_thickness_far = fast_gi_thickness_far;
this.fast_gi_method = fast_gi_method;
this._pad1 = _pad1;
this.bokeh_overblur = bokeh_overblur;
this.bokeh_max_size = bokeh_max_size;
this.bokeh_threshold = bokeh_threshold;
this.bokeh_neighbor_max = bokeh_neighbor_max;
this.motion_blur_samples = motion_blur_samples;
this.motion_blur_max = motion_blur_max;
this.motion_blur_steps = motion_blur_steps;
this.motion_blur_position = motion_blur_position;
this.motion_blur_shutter = motion_blur_shutter;
this.motion_blur_depth_scale = motion_blur_depth_scale;
this.shadow_cube_size = shadow_cube_size;
this.shadow_pool_size = shadow_pool_size;
this.shadow_ray_count = shadow_ray_count;
this.shadow_step_count = shadow_step_count;
this.shadow_resolution_scale = shadow_resolution_scale;
this.clamp_surface_direct = clamp_surface_direct;
this.clamp_surface_indirect = clamp_surface_indirect;
this.clamp_volume_direct = clamp_volume_direct;
this.clamp_volume_indirect = clamp_volume_indirect;
this.ray_tracing_method = ray_tracing_method;
this.ray_tracing_options = ray_tracing_options;
this.overscan = overscan;
this.light_threshold = light_threshold;
}
}
}