//------------------------------------------------------------------------------ // // 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 class ColorizeShaderFxData { [DNAFieldAttribute(104, "ShaderFxData", 0, "shaderfx", "ShaderFxData", false, 0)] public ShaderFxData shaderfx; [DNAFieldAttribute(4, "int", 1, "mode", "int", false, 104)] public int mode; [DNAArrayAttribute(16, "float", 2, "low_color[4]", "System.Single[]", 4, false, 108)] public float[] low_color = new System.Single[4]; [DNAArrayAttribute(16, "float", 3, "high_color[4]", "System.Single[]", 4, false, 124)] public float[] high_color = new System.Single[4]; [DNAFieldAttribute(4, "float", 4, "factor", "float", false, 140)] public float factor; [DNAFieldAttribute(4, "int", 5, "flag", "int", false, 144)] public int flag; [DNAArrayAttribute(4, "char", 6, "_pad[4]", "System.Char[]", 4, false, 148)] public char[] _pad = new System.Char[4]; [DNAFieldAttribute(40, "ShaderFxData_Runtime", 7, "runtime", "ShaderFxData_Runtime", 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; } } }