#[repr(C, packed(4))]pub struct SceneEEVEE {Show 53 fields
pub flag: i32,
pub gi_diffuse_bounces: i32,
pub gi_cubemap_resolution: i32,
pub gi_visibility_resolution: i32,
pub gi_irradiance_smoothing: f32,
pub gi_glossy_clamp: f32,
pub gi_filter_quality: f32,
pub gi_cubemap_draw_size: f32,
pub gi_irradiance_draw_size: f32,
pub taa_samples: i32,
pub taa_render_samples: i32,
pub sss_samples: i32,
pub sss_jitter_threshold: f32,
pub ssr_quality: f32,
pub ssr_max_roughness: f32,
pub ssr_thickness: f32,
pub ssr_border_fade: f32,
pub ssr_firefly_fac: f32,
pub volumetric_start: f32,
pub volumetric_end: f32,
pub volumetric_tile_size: i32,
pub volumetric_samples: i32,
pub volumetric_sample_distribution: f32,
pub volumetric_light_clamp: f32,
pub volumetric_shadow_samples: i32,
pub gtao_distance: f32,
pub gtao_factor: f32,
pub gtao_quality: f32,
pub bokeh_overblur: f32,
pub bokeh_max_size: f32,
pub bokeh_threshold: f32,
pub bokeh_neighbor_max: f32,
pub bokeh_denoise_fac: f32,
pub bloom_color: [f32; 3],
pub bloom_threshold: f32,
pub bloom_knee: f32,
pub bloom_intensity: f32,
pub bloom_radius: f32,
pub bloom_clamp: f32,
pub motion_blur_samples: i32,
pub motion_blur_max: i32,
pub motion_blur_steps: i32,
pub motion_blur_position: i32,
pub motion_blur_shutter: f32,
pub motion_blur_depth_scale: f32,
pub shadow_method: i32,
pub shadow_cube_size: i32,
pub shadow_cascade_size: i32,
pub light_cache: Pointer<LightCache>,
pub light_cache_data: Pointer<LightCache>,
pub light_cache_info: [i8; 64],
pub overscan: f32,
pub light_threshold: f32,
}Fields§
§flag: i32§gi_diffuse_bounces: i32§gi_cubemap_resolution: i32§gi_visibility_resolution: i32§gi_irradiance_smoothing: f32§gi_glossy_clamp: f32§gi_filter_quality: f32§gi_cubemap_draw_size: f32§gi_irradiance_draw_size: f32§taa_samples: i32§taa_render_samples: i32§sss_samples: i32§sss_jitter_threshold: f32§ssr_quality: f32§ssr_max_roughness: f32§ssr_thickness: f32§ssr_border_fade: f32§ssr_firefly_fac: f32§volumetric_start: f32§volumetric_end: f32§volumetric_tile_size: i32§volumetric_samples: i32§volumetric_sample_distribution: f32§volumetric_light_clamp: f32§volumetric_shadow_samples: i32§gtao_distance: f32§gtao_factor: f32§gtao_quality: f32§bokeh_overblur: f32§bokeh_max_size: f32§bokeh_threshold: f32§bokeh_neighbor_max: f32§bokeh_denoise_fac: f32§bloom_color: [f32; 3]§bloom_threshold: f32§bloom_knee: f32§bloom_intensity: f32§bloom_radius: f32§bloom_clamp: f32§motion_blur_samples: i32§motion_blur_max: i32§motion_blur_steps: i32§motion_blur_position: i32§motion_blur_shutter: f32§motion_blur_depth_scale: f32§shadow_method: i32§shadow_cube_size: i32§shadow_cascade_size: i32§light_cache: Pointer<LightCache>§light_cache_data: Pointer<LightCache>§light_cache_info: [i8; 64]§overscan: f32§light_threshold: f32Trait Implementations§
Source§impl GeneratedBlendStruct for SceneEEVEE
impl GeneratedBlendStruct for SceneEEVEE
const BLEND_VERSION: Version
const BLEND_POINTER_SIZE: usize = 8usize
const BLEND_ENDIANNESS: Endianness = Endianness::Little
const STRUCT_NAME: &'static str = "SceneEEVEE"
const STRUCT_INDEX: usize = 222usize
const STRUCT_TYPE_INDEX: usize = 310usize
const IS_SYNTHETIC: bool = false
impl PointerTarget<SceneEEVEE> for SceneEEVEE
Auto Trait Implementations§
impl Freeze for SceneEEVEE
impl RefUnwindSafe for SceneEEVEE
impl Send for SceneEEVEE
impl Sync for SceneEEVEE
impl Unpin for SceneEEVEE
impl UnwindSafe for SceneEEVEE
Blanket Implementations§
Source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
Source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more