//------------------------------------------------------------------------------ // // 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(922, "RimShaderFxData", 200)] public class RimShaderFxData { [DNAFieldAttribute(104, "ShaderFxData", 0, "shaderfx", "ShaderFxData", false, 0)] public ShaderFxData shaderfx; [DNAArrayAttribute(8, "int", 1, "offset[2]", "System.Int32[]", 2, false, 104)] public int[] offset = new System.Int32[2]; [DNAFieldAttribute(4, "int", 2, "flag", "int", false, 112)] public int flag; [DNAArrayAttribute(12, "float", 3, "rim_rgb[3]", "System.Single[]", 3, false, 116)] public float[] rim_rgb = new System.Single[3]; [DNAArrayAttribute(12, "float", 4, "mask_rgb[3]", "System.Single[]", 3, false, 128)] public float[] mask_rgb = new System.Single[3]; [DNAFieldAttribute(4, "int", 5, "mode", "int", false, 140)] public int mode; [DNAArrayAttribute(8, "int", 6, "blur[2]", "System.Int32[]", 2, false, 144)] public int[] blur = new System.Int32[2]; [DNAFieldAttribute(4, "int", 7, "samples", "int", false, 152)] public int samples; [DNAArrayAttribute(4, "char", 8, "_pad[4]", "System.Char[]", 4, false, 156)] public char[] _pad = new System.Char[4]; [DNAFieldAttribute(40, "ShaderFxData_Runtime", 9, "runtime", "ShaderFxData_Runtime", false, 160)] public ShaderFxData_Runtime runtime; public RimShaderFxData() { this.shaderfx = default; this.offset = default; this.flag = default; this.rim_rgb = default; this.mask_rgb = default; this.mode = default; this.blur = default; this.samples = default; this._pad = default; this.runtime = default; } public RimShaderFxData(ShaderFxData shaderfx, int[] offset, int flag, float[] rim_rgb, float[] mask_rgb, int mode, int[] blur, int samples, char[] _pad, ShaderFxData_Runtime runtime) { this.shaderfx = shaderfx; this.offset = offset; this.flag = flag; this.rim_rgb = rim_rgb; this.mask_rgb = mask_rgb; this.mode = mode; this.blur = blur; this.samples = samples; this._pad = _pad; this.runtime = runtime; } } }