//------------------------------------------------------------------------------ // // 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(835, "SceneEEVEE")] public struct SceneEEVEE { [DNAFieldAttribute(0, "int", "flag", 4)] public int flag; [DNAFieldAttribute(1, "int", "gi_diffuse_bounces", 4)] public int gi_diffuse_bounces; [DNAFieldAttribute(2, "int", "gi_cubemap_resolution", 4)] public int gi_cubemap_resolution; [DNAFieldAttribute(3, "int", "gi_visibility_resolution", 4)] public int gi_visibility_resolution; [DNAFieldAttribute(4, "float", "gi_glossy_clamp", 4)] public float gi_glossy_clamp; [DNAFieldAttribute(5, "int", "gi_irradiance_pool_size", 4)] public int gi_irradiance_pool_size; [DNAFieldAttribute(6, "char", "_pad0[4]", 1)] public char[] _pad0 = new System.Char[4]; [DNAFieldAttribute(7, "int", "taa_samples", 4)] public int taa_samples; [DNAFieldAttribute(8, "int", "taa_render_samples", 4)] public int taa_render_samples; [DNAFieldAttribute(9, "float", "volumetric_start", 4)] public float volumetric_start; [DNAFieldAttribute(10, "float", "volumetric_end", 4)] public float volumetric_end; [DNAFieldAttribute(11, "int", "volumetric_tile_size", 4)] public int volumetric_tile_size; [DNAFieldAttribute(12, "int", "volumetric_samples", 4)] public int volumetric_samples; [DNAFieldAttribute(13, "float", "volumetric_sample_distribution", 4)] public float volumetric_sample_distribution; [DNAFieldAttribute(14, "float", "volumetric_light_clamp", 4)] public float volumetric_light_clamp; [DNAFieldAttribute(15, "int", "volumetric_shadow_samples", 4)] public int volumetric_shadow_samples; [DNAFieldAttribute(16, "int", "volumetric_ray_depth", 4)] public int volumetric_ray_depth; [DNAFieldAttribute(17, "float", "gtao_distance", 4)] public float gtao_distance; [DNAFieldAttribute(18, "float", "gtao_thickness", 4)] public float gtao_thickness; [DNAFieldAttribute(19, "float", "gtao_focus", 4)] public float gtao_focus; [DNAFieldAttribute(20, "int", "gtao_resolution", 4)] public int gtao_resolution; [DNAFieldAttribute(21, "int", "fast_gi_step_count", 4)] public int fast_gi_step_count; [DNAFieldAttribute(22, "int", "fast_gi_ray_count", 4)] public int fast_gi_ray_count; [DNAFieldAttribute(23, "float", "gtao_quality", 4)] public float gtao_quality; [DNAFieldAttribute(24, "float", "fast_gi_distance", 4)] public float fast_gi_distance; [DNAFieldAttribute(25, "float", "fast_gi_thickness_near", 4)] public float fast_gi_thickness_near; [DNAFieldAttribute(26, "float", "fast_gi_thickness_far", 4)] public float fast_gi_thickness_far; [DNAFieldAttribute(27, "char", "fast_gi_method", 1)] public char fast_gi_method; [DNAFieldAttribute(28, "char", "_pad1[3]", 1)] public char[] _pad1 = new System.Char[3]; [DNAFieldAttribute(29, "float", "bokeh_overblur", 4)] public float bokeh_overblur; [DNAFieldAttribute(30, "float", "bokeh_max_size", 4)] public float bokeh_max_size; [DNAFieldAttribute(31, "float", "bokeh_threshold", 4)] public float bokeh_threshold; [DNAFieldAttribute(32, "float", "bokeh_neighbor_max", 4)] public float bokeh_neighbor_max; [DNAFieldAttribute(33, "int", "motion_blur_samples", 4)] public int motion_blur_samples; [DNAFieldAttribute(34, "int", "motion_blur_max", 4)] public int motion_blur_max; [DNAFieldAttribute(35, "int", "motion_blur_steps", 4)] public int motion_blur_steps; [DNAFieldAttribute(36, "int", "motion_blur_position", 4)] public int motion_blur_position; [DNAFieldAttribute(37, "float", "motion_blur_shutter", 4)] public float motion_blur_shutter; [DNAFieldAttribute(38, "float", "motion_blur_depth_scale", 4)] public float motion_blur_depth_scale; [DNAFieldAttribute(39, "int", "shadow_cube_size", 4)] public int shadow_cube_size; [DNAFieldAttribute(40, "int", "shadow_pool_size", 4)] public int shadow_pool_size; [DNAFieldAttribute(41, "int", "shadow_ray_count", 4)] public int shadow_ray_count; [DNAFieldAttribute(42, "int", "shadow_step_count", 4)] public int shadow_step_count; [DNAFieldAttribute(43, "float", "shadow_resolution_scale", 4)] public float shadow_resolution_scale; [DNAFieldAttribute(44, "float", "clamp_surface_direct", 4)] public float clamp_surface_direct; [DNAFieldAttribute(45, "float", "clamp_surface_indirect", 4)] public float clamp_surface_indirect; [DNAFieldAttribute(46, "float", "clamp_volume_direct", 4)] public float clamp_volume_direct; [DNAFieldAttribute(47, "float", "clamp_volume_indirect", 4)] public float clamp_volume_indirect; [DNAFieldAttribute(48, "int", "ray_tracing_method", 4)] public int ray_tracing_method; [DNAFieldAttribute(49, "RaytraceEEVEE", "ray_tracing_options", 24)] public RaytraceEEVEE ray_tracing_options; [DNAFieldAttribute(50, "float", "overscan", 4)] public float overscan; [DNAFieldAttribute(51, "float", "light_threshold", 4)] public float light_threshold; public SceneEEVEE() { this.flag = default; this.gi_diffuse_bounces = default; this.gi_cubemap_resolution = default; this.gi_visibility_resolution = default; this.gi_glossy_clamp = default; this.gi_irradiance_pool_size = default; this._pad0 = default; this.taa_samples = default; this.taa_render_samples = default; this.volumetric_start = default; this.volumetric_end = default; this.volumetric_tile_size = default; this.volumetric_samples = default; this.volumetric_sample_distribution = default; this.volumetric_light_clamp = default; this.volumetric_shadow_samples = default; this.volumetric_ray_depth = default; this.gtao_distance = default; this.gtao_thickness = default; this.gtao_focus = default; this.gtao_resolution = default; this.fast_gi_step_count = default; this.fast_gi_ray_count = default; this.gtao_quality = default; this.fast_gi_distance = default; this.fast_gi_thickness_near = default; this.fast_gi_thickness_far = default; this.fast_gi_method = default; this._pad1 = default; this.bokeh_overblur = default; this.bokeh_max_size = default; this.bokeh_threshold = default; this.bokeh_neighbor_max = default; this.motion_blur_samples = default; this.motion_blur_max = default; this.motion_blur_steps = default; this.motion_blur_position = default; this.motion_blur_shutter = default; this.motion_blur_depth_scale = default; this.shadow_cube_size = default; this.shadow_pool_size = default; this.shadow_ray_count = default; this.shadow_step_count = default; this.shadow_resolution_scale = default; this.clamp_surface_direct = default; this.clamp_surface_indirect = default; this.clamp_volume_direct = default; this.clamp_volume_indirect = default; this.ray_tracing_method = default; this.ray_tracing_options = default; this.overscan = default; this.light_threshold = default; } 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; } } }