Example #1
0
 public BSShaderPPLightingProperty()
 {
     textureSet           = null;
     refractionStrength   = 0.0f;
     refractionFirePeriod = (int)0;
     parallaxMaxPasses    = 4.0f;
     parallaxScale        = 1.0f;
 }
 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;
 }
Example #3
0
/*! NIFLIB_HIDDEN function.  For internal use only. */
        internal override void FixLinks(Dictionary <uint, NiObject> objects, List <uint> link_stack, List <NiObject> missing_link_stack, NifInfo info)
        {
            base.FixLinks(objects, link_stack, missing_link_stack, info);
            textureSet = FixLink <BSShaderTextureSet>(objects, link_stack, missing_link_stack, info);
        }