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; }