Beispiel #1
0
 public BSSkyShaderProperty()
 {
     shaderFlags1  = (SkyrimShaderPropertyFlags1)0;
     shaderFlags2  = (SkyrimShaderPropertyFlags2)0;
     uvScale       = 1.0, 1.0;
     skyObjectType = (SkyObjectType)0;
 }
 public BSWaterShaderProperty()
 {
     shaderFlags1     = (SkyrimShaderPropertyFlags1)0;
     shaderFlags2     = (SkyrimShaderPropertyFlags2)0;
     uvScale          = (1.0, 1.0);
     waterShaderFlags = (SkyrimWaterShaderFlags)0;
     waterDirection   = (byte)3;
     unknownShort3    = (ushort)0;
 }
 public BSEffectShaderProperty()
 {
     shaderFlags1_sk     = (SkyrimShaderPropertyFlags1)2147483648;
     shaderFlags2_sk     = (SkyrimShaderPropertyFlags2)32;
     shaderFlags1_fo4    = (Fallout4ShaderPropertyFlags1)2147483648;
     shaderFlags2_fo4    = (Fallout4ShaderPropertyFlags2)32;
     uvScale             = 1.0, 1.0;
     textureClampMode    = (byte)0;
     lightingInfluence   = (byte)0;
     envMapMinLod        = (byte)0;
     unknownByte         = (byte)0;
     falloffStartAngle   = 1.0f;
     falloffStopAngle    = 1.0f;
     falloffStartOpacity = 0.0f;
     falloffStopOpacity  = 0.0f;
     emissiveMultiple    = 0.0f;
     softFalloffDepth    = 0.0f;
     environmentMapScale = 0.0f;
 }
 public BSLightingShaderProperty()
 {
     shaderFlags1_sk             = (SkyrimShaderPropertyFlags1)2185233153;
     shaderFlags2_sk             = (SkyrimShaderPropertyFlags2)32801;
     shaderFlags1_fo4            = (Fallout4ShaderPropertyFlags1)2151678465;
     shaderFlags2_fo4            = (Fallout4ShaderPropertyFlags2)1;
     uvScale                     = (1.0, 1.0);
     textureSet                  = null;
     emissiveColor               = (0.0, 0.0, 0.0);
     emissiveMultiple            = 0.0f;
     textureClampMode            = (TexClampMode)3;
     alpha                       = 1.0f;
     refractionStrength          = 0.0f;
     glossiness                  = 80f;
     smoothness                  = 1.0f;
     specularStrength            = 1.0f;
     lightingEffect1             = 0.3f;
     lightingEffect2             = 2.0f;
     subsurfaceRolloff           = 0.3f;
     rimlightPower               = 3.402823466e+38f;
     backlightPower              = 0.0f;
     grayscaleToPaletteScale     = 0.0f;
     fresnelPower                = 5.0f;
     wetnessSpecScale            = -1.0f;
     wetnessSpecPower            = -1.0f;
     wetnessMinVar               = -1.0f;
     wetnessEnvMapScale          = -1.0f;
     wetnessFresnelPower         = -1.0f;
     wetnessMetalness            = -1.0f;
     environmentMapScale         = 1.0f;
     unknownEnvMapShort          = (ushort)0;
     unknownSkinTintInt          = (uint)0;
     maxPasses                   = 0.0f;
     scale                       = 0.0f;
     parallaxInnerLayerThickness = 0.0f;
     parallaxRefractionScale     = 0.0f;
     parallaxEnvmapStrength      = 0.0f;
     eyeCubemapScale             = 0.0f;
 }