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; }
/*! 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); }