Files
BlenderSharp/BlendFile/DNA/SceneEEVEE.cs
2025-03-11 19:12:04 +01:00

284 lines
14 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", 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;
}
}
}