176 lines
7.7 KiB
C#
176 lines
7.7 KiB
C#
//------------------------------------------------------------------------------
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// <auto-generated>
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// This code was generated by a tool.
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//
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// Changes to this file may cause incorrect behavior and will be lost if
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// the code is regenerated.
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// </auto-generated>
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//------------------------------------------------------------------------------
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using System;
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namespace BlendFile.DNA {
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public struct SceneEEVEE {
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public int flag;
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public int gi_diffuse_bounces;
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public int gi_cubemap_resolution;
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public int gi_visibility_resolution;
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public float gi_glossy_clamp;
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public int gi_irradiance_pool_size;
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public char[] _pad0 = new System.Char[4];
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public int taa_samples;
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public int taa_render_samples;
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public float volumetric_start;
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public float volumetric_end;
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public int volumetric_tile_size;
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public int volumetric_samples;
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public float volumetric_sample_distribution;
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public float volumetric_light_clamp;
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public int volumetric_shadow_samples;
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public int volumetric_ray_depth;
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public float gtao_distance;
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public float gtao_thickness;
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public float gtao_focus;
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public int gtao_resolution;
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public int fast_gi_step_count;
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public int fast_gi_ray_count;
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public float gtao_quality;
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public float fast_gi_distance;
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public float fast_gi_thickness_near;
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public float fast_gi_thickness_far;
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public char fast_gi_method;
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public char[] _pad1 = new System.Char[3];
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public float bokeh_overblur;
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public float bokeh_max_size;
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public float bokeh_threshold;
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public float bokeh_neighbor_max;
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public int motion_blur_samples;
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public int motion_blur_max;
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public int motion_blur_steps;
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public int motion_blur_position;
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public float motion_blur_shutter;
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public float motion_blur_depth_scale;
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public int shadow_cube_size;
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public int shadow_pool_size;
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public int shadow_ray_count;
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public int shadow_step_count;
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public float shadow_resolution_scale;
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public float clamp_surface_direct;
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public float clamp_surface_indirect;
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public float clamp_volume_direct;
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public float clamp_volume_indirect;
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public int ray_tracing_method;
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public RaytraceEEVEE ray_tracing_options;
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public float overscan;
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public float light_threshold;
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public SceneEEVEE(
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int flag,
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int gi_diffuse_bounces,
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int gi_cubemap_resolution,
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int gi_visibility_resolution,
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float gi_glossy_clamp,
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int gi_irradiance_pool_size,
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char[] _pad0,
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int taa_samples,
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int taa_render_samples,
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float volumetric_start,
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float volumetric_end,
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int volumetric_tile_size,
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int volumetric_samples,
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float volumetric_sample_distribution,
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float volumetric_light_clamp,
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int volumetric_shadow_samples,
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int volumetric_ray_depth,
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float gtao_distance,
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float gtao_thickness,
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float gtao_focus,
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int gtao_resolution,
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int fast_gi_step_count,
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int fast_gi_ray_count,
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float gtao_quality,
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float fast_gi_distance,
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float fast_gi_thickness_near,
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float fast_gi_thickness_far,
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char fast_gi_method,
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char[] _pad1,
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float bokeh_overblur,
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float bokeh_max_size,
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float bokeh_threshold,
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float bokeh_neighbor_max,
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int motion_blur_samples,
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int motion_blur_max,
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int motion_blur_steps,
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int motion_blur_position,
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float motion_blur_shutter,
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float motion_blur_depth_scale,
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int shadow_cube_size,
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int shadow_pool_size,
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int shadow_ray_count,
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int shadow_step_count,
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float shadow_resolution_scale,
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float clamp_surface_direct,
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float clamp_surface_indirect,
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float clamp_volume_direct,
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float clamp_volume_indirect,
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int ray_tracing_method,
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RaytraceEEVEE ray_tracing_options,
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float overscan,
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float light_threshold) {
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this.flag = flag;
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this.gi_diffuse_bounces = gi_diffuse_bounces;
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this.gi_cubemap_resolution = gi_cubemap_resolution;
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this.gi_visibility_resolution = gi_visibility_resolution;
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this.gi_glossy_clamp = gi_glossy_clamp;
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this.gi_irradiance_pool_size = gi_irradiance_pool_size;
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this._pad0 = _pad0;
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this.taa_samples = taa_samples;
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this.taa_render_samples = taa_render_samples;
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this.volumetric_start = volumetric_start;
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this.volumetric_end = volumetric_end;
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this.volumetric_tile_size = volumetric_tile_size;
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this.volumetric_samples = volumetric_samples;
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this.volumetric_sample_distribution = volumetric_sample_distribution;
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this.volumetric_light_clamp = volumetric_light_clamp;
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this.volumetric_shadow_samples = volumetric_shadow_samples;
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this.volumetric_ray_depth = volumetric_ray_depth;
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this.gtao_distance = gtao_distance;
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this.gtao_thickness = gtao_thickness;
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this.gtao_focus = gtao_focus;
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this.gtao_resolution = gtao_resolution;
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this.fast_gi_step_count = fast_gi_step_count;
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this.fast_gi_ray_count = fast_gi_ray_count;
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this.gtao_quality = gtao_quality;
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this.fast_gi_distance = fast_gi_distance;
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this.fast_gi_thickness_near = fast_gi_thickness_near;
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this.fast_gi_thickness_far = fast_gi_thickness_far;
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this.fast_gi_method = fast_gi_method;
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this._pad1 = _pad1;
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this.bokeh_overblur = bokeh_overblur;
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this.bokeh_max_size = bokeh_max_size;
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this.bokeh_threshold = bokeh_threshold;
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this.bokeh_neighbor_max = bokeh_neighbor_max;
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this.motion_blur_samples = motion_blur_samples;
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this.motion_blur_max = motion_blur_max;
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this.motion_blur_steps = motion_blur_steps;
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this.motion_blur_position = motion_blur_position;
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this.motion_blur_shutter = motion_blur_shutter;
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this.motion_blur_depth_scale = motion_blur_depth_scale;
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this.shadow_cube_size = shadow_cube_size;
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this.shadow_pool_size = shadow_pool_size;
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this.shadow_ray_count = shadow_ray_count;
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this.shadow_step_count = shadow_step_count;
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this.shadow_resolution_scale = shadow_resolution_scale;
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this.clamp_surface_direct = clamp_surface_direct;
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this.clamp_surface_indirect = clamp_surface_indirect;
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this.clamp_volume_direct = clamp_volume_direct;
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this.clamp_volume_indirect = clamp_volume_indirect;
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this.ray_tracing_method = ray_tracing_method;
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this.ray_tracing_options = ray_tracing_options;
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this.overscan = overscan;
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this.light_threshold = light_threshold;
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}
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}
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}
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