64 lines
2.6 KiB
C#
64 lines
2.6 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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[DNAClassAttribute(922, "RimShaderFxData", 200)]
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public struct RimShaderFxData {
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[DNAFieldAttribute(0, "ShaderFxData", "shaderfx", "ShaderFxData", 104, false, 0)]
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public ShaderFxData shaderfx;
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[DNAFieldAttribute(1, "int", "offset[2]", "System.Int32[]", 8, false, 104)]
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public int[] offset = new System.Int32[2];
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[DNAFieldAttribute(2, "int", "flag", "int", 4, false, 112)]
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public int flag;
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[DNAFieldAttribute(3, "float", "rim_rgb[3]", "System.Single[]", 12, false, 116)]
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public float[] rim_rgb = new System.Single[3];
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[DNAFieldAttribute(4, "float", "mask_rgb[3]", "System.Single[]", 12, false, 128)]
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public float[] mask_rgb = new System.Single[3];
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[DNAFieldAttribute(5, "int", "mode", "int", 4, false, 140)]
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public int mode;
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[DNAFieldAttribute(6, "int", "blur[2]", "System.Int32[]", 8, false, 144)]
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public int[] blur = new System.Int32[2];
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[DNAFieldAttribute(7, "int", "samples", "int", 4, false, 152)]
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public int samples;
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[DNAFieldAttribute(8, "char", "_pad[4]", "System.Char[]", 4, false, 156)]
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public char[] _pad = new System.Char[4];
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[DNAFieldAttribute(9, "ShaderFxData_Runtime", "runtime", "ShaderFxData_Runtime", 40, false, 160)]
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public ShaderFxData_Runtime runtime;
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public RimShaderFxData() {
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this.shaderfx = default;
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this.offset = default;
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this.flag = default;
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this.rim_rgb = default;
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this.mask_rgb = default;
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this.mode = default;
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this.blur = default;
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this.samples = default;
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this._pad = default;
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this.runtime = default;
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}
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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) {
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this.shaderfx = shaderfx;
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this.offset = offset;
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this.flag = flag;
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this.rim_rgb = rim_rgb;
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this.mask_rgb = mask_rgb;
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this.mode = mode;
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this.blur = blur;
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this.samples = samples;
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this._pad = _pad;
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this.runtime = runtime;
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}
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}
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}
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