//------------------------------------------------------------------------------ // // This code was generated by a tool. // // Changes to this file may cause incorrect behavior and will be lost if // the code is regenerated. // //------------------------------------------------------------------------------ using System; namespace BlendFile.DNA { using BlendFile; [DNAClassAttribute(918, "ColorizeShaderFxData", 192)] public struct ColorizeShaderFxData { [DNAFieldAttribute(0, "ShaderFxData", "shaderfx", "ShaderFxData", 104, false, 0)] public ShaderFxData shaderfx; [DNAFieldAttribute(1, "int", "mode", "int", 4, false, 104)] public int mode; [DNAFieldAttribute(2, "float", "low_color[4]", "System.Single[]", 16, false, 108)] public float[] low_color = new System.Single[4]; [DNAFieldAttribute(3, "float", "high_color[4]", "System.Single[]", 16, false, 124)] public float[] high_color = new System.Single[4]; [DNAFieldAttribute(4, "float", "factor", "float", 4, false, 140)] public float factor; [DNAFieldAttribute(5, "int", "flag", "int", 4, false, 144)] public int flag; [DNAFieldAttribute(6, "char", "_pad[4]", "System.Char[]", 4, false, 148)] public char[] _pad = new System.Char[4]; [DNAFieldAttribute(7, "ShaderFxData_Runtime", "runtime", "ShaderFxData_Runtime", 40, false, 152)] public ShaderFxData_Runtime runtime; public ColorizeShaderFxData() { this.shaderfx = default; this.mode = default; this.low_color = default; this.high_color = default; this.factor = default; this.flag = default; this._pad = default; this.runtime = default; } public ColorizeShaderFxData(ShaderFxData shaderfx, int mode, float[] low_color, float[] high_color, float factor, int flag, char[] _pad, ShaderFxData_Runtime runtime) { this.shaderfx = shaderfx; this.mode = mode; this.low_color = low_color; this.high_color = high_color; this.factor = factor; this.flag = flag; this._pad = _pad; this.runtime = runtime; } } }