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

64 lines
2.6 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(922, "RimShaderFxData", 200)]
public class RimShaderFxData {
[DNAFieldAttribute(104, "ShaderFxData", 0, "shaderfx", "ShaderFxData", false, 0)]
public ShaderFxData shaderfx;
[DNAArrayAttribute(8, "int", 1, "offset[2]", "System.Int32[]", 2, 104)]
public int[] offset = new System.Int32[2];
[DNAFieldAttribute(4, "int", 2, "flag", "int", false, 112)]
public int flag;
[DNAArrayAttribute(12, "float", 3, "rim_rgb[3]", "System.Single[]", 3, 116)]
public float[] rim_rgb = new System.Single[3];
[DNAArrayAttribute(12, "float", 4, "mask_rgb[3]", "System.Single[]", 3, 128)]
public float[] mask_rgb = new System.Single[3];
[DNAFieldAttribute(4, "int", 5, "mode", "int", false, 140)]
public int mode;
[DNAArrayAttribute(8, "int", 6, "blur[2]", "System.Int32[]", 2, 144)]
public int[] blur = new System.Int32[2];
[DNAFieldAttribute(4, "int", 7, "samples", "int", false, 152)]
public int samples;
[DNAArrayAttribute(4, "char", 8, "_pad[4]", "System.Char[]", 4, 156)]
public char[] _pad = new System.Char[4];
[DNAFieldAttribute(40, "ShaderFxData_Runtime", 9, "runtime", "ShaderFxData_Runtime", 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;
}
}
}