Files
BlenderSharp/BlendFile/DNA/SceneEEVEE.cs
Samuele Lorefice 0674e6b136 - Modified DNAClassAttribute to also support usage on structs
- Added auto generation of DNAClass attributes on file generation
- Regenerated all files
2025-01-23 16:15:50 +01:00

230 lines
11 KiB
C#

//------------------------------------------------------------------------------
// <auto-generated>
// This code was generated by a tool.
//
// Changes to this file may cause incorrect behavior and will be lost if
// the code is regenerated.
// </auto-generated>
//------------------------------------------------------------------------------
using System;
namespace BlendFile.DNA {
using BlendFile;
[DNAClassAttribute(835, "SceneEEVEE")]
public struct SceneEEVEE {
[DNAFieldAttribute(0, "int", "flag", 4)]
public int flag;
[DNAFieldAttribute(1, "int", "gi_diffuse_bounces", 4)]
public int gi_diffuse_bounces;
[DNAFieldAttribute(2, "int", "gi_cubemap_resolution", 4)]
public int gi_cubemap_resolution;
[DNAFieldAttribute(3, "int", "gi_visibility_resolution", 4)]
public int gi_visibility_resolution;
[DNAFieldAttribute(4, "float", "gi_glossy_clamp", 4)]
public float gi_glossy_clamp;
[DNAFieldAttribute(5, "int", "gi_irradiance_pool_size", 4)]
public int gi_irradiance_pool_size;
[DNAFieldAttribute(6, "char", "_pad0[4]", 1)]
public char[] _pad0 = new System.Char[4];
[DNAFieldAttribute(7, "int", "taa_samples", 4)]
public int taa_samples;
[DNAFieldAttribute(8, "int", "taa_render_samples", 4)]
public int taa_render_samples;
[DNAFieldAttribute(9, "float", "volumetric_start", 4)]
public float volumetric_start;
[DNAFieldAttribute(10, "float", "volumetric_end", 4)]
public float volumetric_end;
[DNAFieldAttribute(11, "int", "volumetric_tile_size", 4)]
public int volumetric_tile_size;
[DNAFieldAttribute(12, "int", "volumetric_samples", 4)]
public int volumetric_samples;
[DNAFieldAttribute(13, "float", "volumetric_sample_distribution", 4)]
public float volumetric_sample_distribution;
[DNAFieldAttribute(14, "float", "volumetric_light_clamp", 4)]
public float volumetric_light_clamp;
[DNAFieldAttribute(15, "int", "volumetric_shadow_samples", 4)]
public int volumetric_shadow_samples;
[DNAFieldAttribute(16, "int", "volumetric_ray_depth", 4)]
public int volumetric_ray_depth;
[DNAFieldAttribute(17, "float", "gtao_distance", 4)]
public float gtao_distance;
[DNAFieldAttribute(18, "float", "gtao_thickness", 4)]
public float gtao_thickness;
[DNAFieldAttribute(19, "float", "gtao_focus", 4)]
public float gtao_focus;
[DNAFieldAttribute(20, "int", "gtao_resolution", 4)]
public int gtao_resolution;
[DNAFieldAttribute(21, "int", "fast_gi_step_count", 4)]
public int fast_gi_step_count;
[DNAFieldAttribute(22, "int", "fast_gi_ray_count", 4)]
public int fast_gi_ray_count;
[DNAFieldAttribute(23, "float", "gtao_quality", 4)]
public float gtao_quality;
[DNAFieldAttribute(24, "float", "fast_gi_distance", 4)]
public float fast_gi_distance;
[DNAFieldAttribute(25, "float", "fast_gi_thickness_near", 4)]
public float fast_gi_thickness_near;
[DNAFieldAttribute(26, "float", "fast_gi_thickness_far", 4)]
public float fast_gi_thickness_far;
[DNAFieldAttribute(27, "char", "fast_gi_method", 1)]
public char fast_gi_method;
[DNAFieldAttribute(28, "char", "_pad1[3]", 1)]
public char[] _pad1 = new System.Char[3];
[DNAFieldAttribute(29, "float", "bokeh_overblur", 4)]
public float bokeh_overblur;
[DNAFieldAttribute(30, "float", "bokeh_max_size", 4)]
public float bokeh_max_size;
[DNAFieldAttribute(31, "float", "bokeh_threshold", 4)]
public float bokeh_threshold;
[DNAFieldAttribute(32, "float", "bokeh_neighbor_max", 4)]
public float bokeh_neighbor_max;
[DNAFieldAttribute(33, "int", "motion_blur_samples", 4)]
public int motion_blur_samples;
[DNAFieldAttribute(34, "int", "motion_blur_max", 4)]
public int motion_blur_max;
[DNAFieldAttribute(35, "int", "motion_blur_steps", 4)]
public int motion_blur_steps;
[DNAFieldAttribute(36, "int", "motion_blur_position", 4)]
public int motion_blur_position;
[DNAFieldAttribute(37, "float", "motion_blur_shutter", 4)]
public float motion_blur_shutter;
[DNAFieldAttribute(38, "float", "motion_blur_depth_scale", 4)]
public float motion_blur_depth_scale;
[DNAFieldAttribute(39, "int", "shadow_cube_size", 4)]
public int shadow_cube_size;
[DNAFieldAttribute(40, "int", "shadow_pool_size", 4)]
public int shadow_pool_size;
[DNAFieldAttribute(41, "int", "shadow_ray_count", 4)]
public int shadow_ray_count;
[DNAFieldAttribute(42, "int", "shadow_step_count", 4)]
public int shadow_step_count;
[DNAFieldAttribute(43, "float", "shadow_resolution_scale", 4)]
public float shadow_resolution_scale;
[DNAFieldAttribute(44, "float", "clamp_surface_direct", 4)]
public float clamp_surface_direct;
[DNAFieldAttribute(45, "float", "clamp_surface_indirect", 4)]
public float clamp_surface_indirect;
[DNAFieldAttribute(46, "float", "clamp_volume_direct", 4)]
public float clamp_volume_direct;
[DNAFieldAttribute(47, "float", "clamp_volume_indirect", 4)]
public float clamp_volume_indirect;
[DNAFieldAttribute(48, "int", "ray_tracing_method", 4)]
public int ray_tracing_method;
[DNAFieldAttribute(49, "RaytraceEEVEE", "ray_tracing_options", 24)]
public RaytraceEEVEE ray_tracing_options;
[DNAFieldAttribute(50, "float", "overscan", 4)]
public float overscan;
[DNAFieldAttribute(51, "float", "light_threshold", 4)]
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;
}
}
}