//------------------------------------------------------------------------------ // // 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", 224)] public class SceneEEVEE { [DNAFieldAttribute(4, "int", 0, "flag", "int", false, 0)] public int flag; [DNAFieldAttribute(4, "int", 1, "gi_diffuse_bounces", "int", false, 4)] public int gi_diffuse_bounces; [DNAFieldAttribute(4, "int", 2, "gi_cubemap_resolution", "int", false, 8)] public int gi_cubemap_resolution; [DNAFieldAttribute(4, "int", 3, "gi_visibility_resolution", "int", false, 12)] public int gi_visibility_resolution; [DNAFieldAttribute(4, "float", 4, "gi_glossy_clamp", "float", false, 16)] public float gi_glossy_clamp; [DNAFieldAttribute(4, "int", 5, "gi_irradiance_pool_size", "int", false, 20)] public int gi_irradiance_pool_size; [DNAArrayAttribute(4, "char", 6, "_pad0[4]", "System.Char[]", 4, 24)] public char[] _pad0 = new System.Char[4]; [DNAFieldAttribute(4, "int", 7, "taa_samples", "int", false, 28)] public int taa_samples; [DNAFieldAttribute(4, "int", 8, "taa_render_samples", "int", false, 32)] public int taa_render_samples; [DNAFieldAttribute(4, "float", 9, "volumetric_start", "float", false, 36)] public float volumetric_start; [DNAFieldAttribute(4, "float", 10, "volumetric_end", "float", false, 40)] public float volumetric_end; [DNAFieldAttribute(4, "int", 11, "volumetric_tile_size", "int", false, 44)] public int volumetric_tile_size; [DNAFieldAttribute(4, "int", 12, "volumetric_samples", "int", false, 48)] public int volumetric_samples; [DNAFieldAttribute(4, "float", 13, "volumetric_sample_distribution", "float", false, 52)] public float volumetric_sample_distribution; [DNAFieldAttribute(4, "float", 14, "volumetric_light_clamp", "float", false, 56)] public float volumetric_light_clamp; [DNAFieldAttribute(4, "int", 15, "volumetric_shadow_samples", "int", false, 60)] public int volumetric_shadow_samples; [DNAFieldAttribute(4, "int", 16, "volumetric_ray_depth", "int", false, 64)] public int volumetric_ray_depth; [DNAFieldAttribute(4, "float", 17, "gtao_distance", "float", false, 68)] public float gtao_distance; [DNAFieldAttribute(4, "float", 18, "gtao_thickness", "float", false, 72)] public float gtao_thickness; [DNAFieldAttribute(4, "float", 19, "gtao_focus", "float", false, 76)] public float gtao_focus; [DNAFieldAttribute(4, "int", 20, "gtao_resolution", "int", false, 80)] public int gtao_resolution; [DNAFieldAttribute(4, "int", 21, "fast_gi_step_count", "int", false, 84)] public int fast_gi_step_count; [DNAFieldAttribute(4, "int", 22, "fast_gi_ray_count", "int", false, 88)] public int fast_gi_ray_count; [DNAFieldAttribute(4, "float", 23, "gtao_quality", "float", false, 92)] public float gtao_quality; [DNAFieldAttribute(4, "float", 24, "fast_gi_distance", "float", false, 96)] public float fast_gi_distance; [DNAFieldAttribute(4, "float", 25, "fast_gi_thickness_near", "float", false, 100)] public float fast_gi_thickness_near; [DNAFieldAttribute(4, "float", 26, "fast_gi_thickness_far", "float", false, 104)] public float fast_gi_thickness_far; [DNAFieldAttribute(1, "char", 27, "fast_gi_method", "char", false, 108)] public char fast_gi_method; [DNAArrayAttribute(3, "char", 28, "_pad1[3]", "System.Char[]", 3, 109)] public char[] _pad1 = new System.Char[3]; [DNAFieldAttribute(4, "float", 29, "bokeh_overblur", "float", false, 112)] public float bokeh_overblur; [DNAFieldAttribute(4, "float", 30, "bokeh_max_size", "float", false, 116)] public float bokeh_max_size; [DNAFieldAttribute(4, "float", 31, "bokeh_threshold", "float", false, 120)] public float bokeh_threshold; [DNAFieldAttribute(4, "float", 32, "bokeh_neighbor_max", "float", false, 124)] public float bokeh_neighbor_max; [DNAFieldAttribute(4, "int", 33, "motion_blur_samples", "int", false, 128)] public int motion_blur_samples; [DNAFieldAttribute(4, "int", 34, "motion_blur_max", "int", false, 132)] public int motion_blur_max; [DNAFieldAttribute(4, "int", 35, "motion_blur_steps", "int", false, 136)] public int motion_blur_steps; [DNAFieldAttribute(4, "int", 36, "motion_blur_position", "int", false, 140)] public int motion_blur_position; [DNAFieldAttribute(4, "float", 37, "motion_blur_shutter", "float", false, 144)] public float motion_blur_shutter; [DNAFieldAttribute(4, "float", 38, "motion_blur_depth_scale", "float", false, 148)] public float motion_blur_depth_scale; [DNAFieldAttribute(4, "int", 39, "shadow_cube_size", "int", false, 152)] public int shadow_cube_size; [DNAFieldAttribute(4, "int", 40, "shadow_pool_size", "int", false, 156)] public int shadow_pool_size; [DNAFieldAttribute(4, "int", 41, "shadow_ray_count", "int", false, 160)] public int shadow_ray_count; [DNAFieldAttribute(4, "int", 42, "shadow_step_count", "int", false, 164)] public int shadow_step_count; [DNAFieldAttribute(4, "float", 43, "shadow_resolution_scale", "float", false, 168)] public float shadow_resolution_scale; [DNAFieldAttribute(4, "float", 44, "clamp_surface_direct", "float", false, 172)] public float clamp_surface_direct; [DNAFieldAttribute(4, "float", 45, "clamp_surface_indirect", "float", false, 176)] public float clamp_surface_indirect; [DNAFieldAttribute(4, "float", 46, "clamp_volume_direct", "float", false, 180)] public float clamp_volume_direct; [DNAFieldAttribute(4, "float", 47, "clamp_volume_indirect", "float", false, 184)] public float clamp_volume_indirect; [DNAFieldAttribute(4, "int", 48, "ray_tracing_method", "int", false, 188)] public int ray_tracing_method; [DNAFieldAttribute(24, "RaytraceEEVEE", 49, "ray_tracing_options", "RaytraceEEVEE", false, 192)] public RaytraceEEVEE ray_tracing_options; [DNAFieldAttribute(4, "float", 50, "overscan", "float", false, 216)] public float overscan; [DNAFieldAttribute(4, "float", 51, "light_threshold", "float", false, 220)] 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; } } }