229 lines
11 KiB
C#
229 lines
11 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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using BlendFile;
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public struct SceneEEVEE {
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[DNAFieldAttribute(0, "int", "flag", 4)]
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public int flag;
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[DNAFieldAttribute(1, "int", "gi_diffuse_bounces", 4)]
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public int gi_diffuse_bounces;
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[DNAFieldAttribute(2, "int", "gi_cubemap_resolution", 4)]
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public int gi_cubemap_resolution;
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[DNAFieldAttribute(3, "int", "gi_visibility_resolution", 4)]
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public int gi_visibility_resolution;
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[DNAFieldAttribute(4, "float", "gi_glossy_clamp", 4)]
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public float gi_glossy_clamp;
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[DNAFieldAttribute(5, "int", "gi_irradiance_pool_size", 4)]
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public int gi_irradiance_pool_size;
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[DNAFieldAttribute(6, "char", "_pad0[4]", 1)]
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public char[] _pad0 = new System.Char[4];
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[DNAFieldAttribute(7, "int", "taa_samples", 4)]
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public int taa_samples;
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[DNAFieldAttribute(8, "int", "taa_render_samples", 4)]
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public int taa_render_samples;
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[DNAFieldAttribute(9, "float", "volumetric_start", 4)]
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public float volumetric_start;
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[DNAFieldAttribute(10, "float", "volumetric_end", 4)]
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public float volumetric_end;
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[DNAFieldAttribute(11, "int", "volumetric_tile_size", 4)]
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public int volumetric_tile_size;
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[DNAFieldAttribute(12, "int", "volumetric_samples", 4)]
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public int volumetric_samples;
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[DNAFieldAttribute(13, "float", "volumetric_sample_distribution", 4)]
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public float volumetric_sample_distribution;
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[DNAFieldAttribute(14, "float", "volumetric_light_clamp", 4)]
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public float volumetric_light_clamp;
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[DNAFieldAttribute(15, "int", "volumetric_shadow_samples", 4)]
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public int volumetric_shadow_samples;
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[DNAFieldAttribute(16, "int", "volumetric_ray_depth", 4)]
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public int volumetric_ray_depth;
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[DNAFieldAttribute(17, "float", "gtao_distance", 4)]
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public float gtao_distance;
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[DNAFieldAttribute(18, "float", "gtao_thickness", 4)]
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public float gtao_thickness;
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[DNAFieldAttribute(19, "float", "gtao_focus", 4)]
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public float gtao_focus;
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[DNAFieldAttribute(20, "int", "gtao_resolution", 4)]
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public int gtao_resolution;
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[DNAFieldAttribute(21, "int", "fast_gi_step_count", 4)]
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public int fast_gi_step_count;
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[DNAFieldAttribute(22, "int", "fast_gi_ray_count", 4)]
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public int fast_gi_ray_count;
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[DNAFieldAttribute(23, "float", "gtao_quality", 4)]
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public float gtao_quality;
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[DNAFieldAttribute(24, "float", "fast_gi_distance", 4)]
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public float fast_gi_distance;
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[DNAFieldAttribute(25, "float", "fast_gi_thickness_near", 4)]
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public float fast_gi_thickness_near;
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[DNAFieldAttribute(26, "float", "fast_gi_thickness_far", 4)]
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public float fast_gi_thickness_far;
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[DNAFieldAttribute(27, "char", "fast_gi_method", 1)]
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public char fast_gi_method;
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[DNAFieldAttribute(28, "char", "_pad1[3]", 1)]
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public char[] _pad1 = new System.Char[3];
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[DNAFieldAttribute(29, "float", "bokeh_overblur", 4)]
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public float bokeh_overblur;
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[DNAFieldAttribute(30, "float", "bokeh_max_size", 4)]
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public float bokeh_max_size;
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[DNAFieldAttribute(31, "float", "bokeh_threshold", 4)]
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public float bokeh_threshold;
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[DNAFieldAttribute(32, "float", "bokeh_neighbor_max", 4)]
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public float bokeh_neighbor_max;
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[DNAFieldAttribute(33, "int", "motion_blur_samples", 4)]
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public int motion_blur_samples;
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[DNAFieldAttribute(34, "int", "motion_blur_max", 4)]
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public int motion_blur_max;
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[DNAFieldAttribute(35, "int", "motion_blur_steps", 4)]
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public int motion_blur_steps;
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[DNAFieldAttribute(36, "int", "motion_blur_position", 4)]
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public int motion_blur_position;
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[DNAFieldAttribute(37, "float", "motion_blur_shutter", 4)]
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public float motion_blur_shutter;
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[DNAFieldAttribute(38, "float", "motion_blur_depth_scale", 4)]
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public float motion_blur_depth_scale;
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[DNAFieldAttribute(39, "int", "shadow_cube_size", 4)]
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public int shadow_cube_size;
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[DNAFieldAttribute(40, "int", "shadow_pool_size", 4)]
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public int shadow_pool_size;
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[DNAFieldAttribute(41, "int", "shadow_ray_count", 4)]
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public int shadow_ray_count;
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[DNAFieldAttribute(42, "int", "shadow_step_count", 4)]
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public int shadow_step_count;
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[DNAFieldAttribute(43, "float", "shadow_resolution_scale", 4)]
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public float shadow_resolution_scale;
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[DNAFieldAttribute(44, "float", "clamp_surface_direct", 4)]
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public float clamp_surface_direct;
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[DNAFieldAttribute(45, "float", "clamp_surface_indirect", 4)]
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public float clamp_surface_indirect;
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[DNAFieldAttribute(46, "float", "clamp_volume_direct", 4)]
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public float clamp_volume_direct;
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[DNAFieldAttribute(47, "float", "clamp_volume_indirect", 4)]
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public float clamp_volume_indirect;
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[DNAFieldAttribute(48, "int", "ray_tracing_method", 4)]
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public int ray_tracing_method;
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[DNAFieldAttribute(49, "RaytraceEEVEE", "ray_tracing_options", 24)]
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public RaytraceEEVEE ray_tracing_options;
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[DNAFieldAttribute(50, "float", "overscan", 4)]
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public float overscan;
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[DNAFieldAttribute(51, "float", "light_threshold", 4)]
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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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