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