//------------------------------------------------------------------------------ // // 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 { 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; } } }