#pragma once #include "RE/B/BSFixedString.h" #include "RE/B/BSShaderProperty.h" #include "RE/N/NiColor.h" namespace RE { class __declspec(novtable) BSLightingShaderProperty : public BSShaderProperty // 00 { public: static constexpr auto RTTI{ RTTI::BSLightingShaderProperty }; static constexpr auto VTABLE{ VTABLE::BSLightingShaderProperty }; static constexpr auto Ni_RTTI{ Ni_RTTI::BSLightingShaderProperty }; // members NiColorA projectedUVParams; // 70 NiColorA projectedUVColor; // 80 RenderPassArray depthMapRenderPassListA[3]; // 90 BSRenderPass* depthRenderPass; // A8 RenderPassArray forwardPassList; // B0 NiColor* emitColor; // B8 BSFixedString rootName; // C0 float emitColorScale; // C8 float forcedDarkness; // CC float specularLODFade; // D0 float envmapLODFade; // D4 std::uint32_t baseTechniqueID; // D8 std::uint32_t clearCommandBufferCount; // DC std::uint16_t debugTintIndex; // E0 std::uint32_t stencilRef; // E4 }; static_assert(sizeof(BSLightingShaderProperty) == 0xE8); }