Files
BlenderSharp/BlendFile/DNA/ColorizeShaderFxData.cs
2025-03-12 19:02:40 +01:00

56 lines
2.3 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(918, "ColorizeShaderFxData", 192)]
public class ColorizeShaderFxData {
[DNAFieldAttribute(104, "ShaderFxData", 0, "shaderfx", "ShaderFxData", false, 0)]
public ShaderFxData shaderfx;
[DNAFieldAttribute(4, "int", 1, "mode", "int", false, 104)]
public int mode;
[DNAArrayAttribute(16, "float", 2, "low_color[4]", "System.Single[]", 4, false, 108)]
public float[] low_color = new System.Single[4];
[DNAArrayAttribute(16, "float", 3, "high_color[4]", "System.Single[]", 4, false, 124)]
public float[] high_color = new System.Single[4];
[DNAFieldAttribute(4, "float", 4, "factor", "float", false, 140)]
public float factor;
[DNAFieldAttribute(4, "int", 5, "flag", "int", false, 144)]
public int flag;
[DNAArrayAttribute(4, "char", 6, "_pad[4]", "System.Char[]", 4, false, 148)]
public char[] _pad = new System.Char[4];
[DNAFieldAttribute(40, "ShaderFxData_Runtime", 7, "runtime", "ShaderFxData_Runtime", false, 152)]
public ShaderFxData_Runtime runtime;
public ColorizeShaderFxData() {
this.shaderfx = default;
this.mode = default;
this.low_color = default;
this.high_color = default;
this.factor = default;
this.flag = default;
this._pad = default;
this.runtime = default;
}
public ColorizeShaderFxData(ShaderFxData shaderfx, int mode, float[] low_color, float[] high_color, float factor, int flag, char[] _pad, ShaderFxData_Runtime runtime) {
this.shaderfx = shaderfx;
this.mode = mode;
this.low_color = low_color;
this.high_color = high_color;
this.factor = factor;
this.flag = flag;
this._pad = _pad;
this.runtime = runtime;
}
}
}