Files
pubg/SDK/PUBGM_Renderer_structs.hpp
2026-05-02 14:30:03 +08:00

51 lines
5.2 KiB
C++
Executable File

#pragma once
//PUBGM(0.13.5)32位SDK
//作者:清华
//Telegram:@qinghuanb666
//生成时间:Fri Apr 18 20:44:40 2025
namespace SDK
{
//---------------------------------------------------------------------------
//Script Structs
//---------------------------------------------------------------------------
// ScriptStruct Renderer.LightPropagationVolumeSettings
// 0x0040
struct FLightPropagationVolumeSettings
{
unsigned char bOverride_LPVIntensity : 1; // 0x0000(0x0001) (Edit, BlueprintVisible)
unsigned char bOverride_LPVDirectionalOcclusionIntensity : 1; // 0x0000(0x0001) (Edit, BlueprintVisible)
unsigned char bOverride_LPVDirectionalOcclusionRadius : 1; // 0x0000(0x0001) (Edit, BlueprintVisible)
unsigned char bOverride_LPVDiffuseOcclusionExponent : 1; // 0x0000(0x0001) (Edit, BlueprintVisible)
unsigned char bOverride_LPVSpecularOcclusionExponent : 1; // 0x0000(0x0001) (Edit, BlueprintVisible)
unsigned char bOverride_LPVDiffuseOcclusionIntensity : 1; // 0x0000(0x0001) (Edit, BlueprintVisible)
unsigned char bOverride_LPVSpecularOcclusionIntensity : 1; // 0x0000(0x0001) (Edit, BlueprintVisible)
unsigned char bOverride_LPVSize : 1; // 0x0000(0x0001) (Edit, BlueprintVisible)
unsigned char bOverride_LPVSecondaryOcclusionIntensity : 1; // 0x0001(0x0001) (Edit, BlueprintVisible)
unsigned char bOverride_LPVSecondaryBounceIntensity : 1; // 0x0001(0x0001) (Edit, BlueprintVisible)
unsigned char bOverride_LPVGeometryVolumeBias : 1; // 0x0001(0x0001) (Edit, BlueprintVisible)
unsigned char bOverride_LPVVplInjectionBias : 1; // 0x0001(0x0001) (Edit, BlueprintVisible)
unsigned char bOverride_LPVEmissiveInjectionIntensity : 1; // 0x0001(0x0001) (Edit, BlueprintVisible)
unsigned char UnknownData00[0x2]; // 0x0002(0x0002) MISSED OFFSET
float LPVIntensity; // 0x0004(0x0004) (Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData)
float LPVVplInjectionBias; // 0x0008(0x0004) (Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData)
float LPVSize; // 0x000C(0x0004) (Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData)
float LPVSecondaryOcclusionIntensity; // 0x0010(0x0004) (Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData)
float LPVSecondaryBounceIntensity; // 0x0014(0x0004) (Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData)
float LPVGeometryVolumeBias; // 0x0018(0x0004) (Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData)
float LPVEmissiveInjectionIntensity; // 0x001C(0x0004) (Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData)
float LPVDirectionalOcclusionIntensity; // 0x0020(0x0004) (Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData)
float LPVDirectionalOcclusionRadius; // 0x0024(0x0004) (Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData)
float LPVDiffuseOcclusionExponent; // 0x0028(0x0004) (Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData)
float LPVSpecularOcclusionExponent; // 0x002C(0x0004) (Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData)
float LPVDiffuseOcclusionIntensity; // 0x0030(0x0004) (Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData)
float LPVSpecularOcclusionIntensity; // 0x0034(0x0004) (Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData)
float LPVFadeRange; // 0x0038(0x0004) (Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData)
float LPVDirectionalOcclusionFadeRange; // 0x003C(0x0004) (Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData)
};
}