Added Generation Output
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104
BlendFile/DNA/View3DShading.cs
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104
BlendFile/DNA/View3DShading.cs
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// Automatically generated by BlenderSharp at 22/01/2025 02:21:57
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namespace BlendFile.DNA {
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public class View3DShading {
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public char type;
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public char prev_type;
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public char prev_type_wire;
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public char color_type;
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public short flag;
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public char light;
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public char background_type;
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public char cavity_type;
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public char wire_color_type;
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public char use_compositor;
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public char _pad;
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public char[] studio_light = new System.Char[256];
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public char[] lookdev_light = new System.Char[256];
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public char[] matcap = new System.Char[256];
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public float shadow_intensity;
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public float[] single_color = new System.Single[3];
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public float studiolight_rot_z;
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public float studiolight_background;
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public float studiolight_intensity;
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public float studiolight_blur;
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public float[] object_outline_color = new System.Single[3];
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public float xray_alpha;
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public float xray_alpha_wire;
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public float cavity_valley_factor;
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public float cavity_ridge_factor;
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public float[] background_color = new System.Single[3];
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public float curvature_ridge_factor;
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public float curvature_valley_factor;
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public int render_pass;
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public char[] aov_name = new System.Char[64];
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public IDProperty ptr_prop;
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public object ptr__pad2;
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public View3DShading(
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char type,
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char prev_type,
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char prev_type_wire,
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char color_type,
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short flag,
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char light,
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char background_type,
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char cavity_type,
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char wire_color_type,
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char use_compositor,
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char _pad,
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char[] studio_light,
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char[] lookdev_light,
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char[] matcap,
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float shadow_intensity,
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float[] single_color,
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float studiolight_rot_z,
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float studiolight_background,
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float studiolight_intensity,
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float studiolight_blur,
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float[] object_outline_color,
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float xray_alpha,
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float xray_alpha_wire,
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float cavity_valley_factor,
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float cavity_ridge_factor,
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float[] background_color,
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float curvature_ridge_factor,
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float curvature_valley_factor,
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int render_pass,
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char[] aov_name,
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IDProperty ptr_prop,
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object ptr__pad2) {
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this.type = type;
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this.prev_type = prev_type;
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this.prev_type_wire = prev_type_wire;
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this.color_type = color_type;
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this.flag = flag;
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this.light = light;
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this.background_type = background_type;
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this.cavity_type = cavity_type;
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this.wire_color_type = wire_color_type;
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this.use_compositor = use_compositor;
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this._pad = _pad;
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this.studio_light = studio_light;
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this.lookdev_light = lookdev_light;
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this.matcap = matcap;
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this.shadow_intensity = shadow_intensity;
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this.single_color = single_color;
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this.studiolight_rot_z = studiolight_rot_z;
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this.studiolight_background = studiolight_background;
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this.studiolight_intensity = studiolight_intensity;
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this.studiolight_blur = studiolight_blur;
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this.object_outline_color = object_outline_color;
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this.xray_alpha = xray_alpha;
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this.xray_alpha_wire = xray_alpha_wire;
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this.cavity_valley_factor = cavity_valley_factor;
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this.cavity_ridge_factor = cavity_ridge_factor;
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this.background_color = background_color;
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this.curvature_ridge_factor = curvature_ridge_factor;
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this.curvature_valley_factor = curvature_valley_factor;
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this.render_pass = render_pass;
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this.aov_name = aov_name;
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this.ptr_prop = ptr_prop;
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this.ptr__pad2 = ptr__pad2;
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}
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}
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}
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