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@@ -5,6 +5,7 @@
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#include "Engine/Core/Math/Vector3.h"
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#include "Engine/Core/Math/Vector4.h"
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#include "Engine/Content/AssetReference.h"
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#include "Engine/Content/SoftAssetReference.h"
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#include "Engine/Core/ISerializable.h"
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#include "Engine/Content/Assets/Texture.h"
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#include "Engine/Content/Assets/MaterialBase.h"
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@@ -850,7 +851,7 @@ API_STRUCT() struct FLAXENGINE_API ColorGradingSettings : ISerializable
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/// The Lookup Table (LUT) used to perform color correction.
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/// </summary>
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API_FIELD(Attributes="DefaultValue(null), EditorOrder(22), PostProcessSetting((int)ColorGradingSettingsOverride.LutTexture)")
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AssetReference<Texture> LutTexture;
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SoftAssetReference<Texture> LutTexture;
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/// <summary>
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/// The LUT blending weight (normalized to range 0-1). Default is 1.0.
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@@ -1277,7 +1278,7 @@ API_STRUCT() struct FLAXENGINE_API LensFlaresSettings : ISerializable
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/// Fullscreen lens dirt texture.
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/// </summary>
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API_FIELD(Attributes="DefaultValue(null), EditorOrder(8), PostProcessSetting((int)LensFlaresSettingsOverride.LensDirt)")
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AssetReference<Texture> LensDirt;
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SoftAssetReference<Texture> LensDirt;
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/// <summary>
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/// Fullscreen lens dirt intensity parameter. Allows to tune dirt visibility.
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@@ -1289,13 +1290,13 @@ API_STRUCT() struct FLAXENGINE_API LensFlaresSettings : ISerializable
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/// Custom lens color texture (1D) used for lens color spectrum.
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/// </summary>
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API_FIELD(Attributes="DefaultValue(null), EditorOrder(10), PostProcessSetting((int)LensFlaresSettingsOverride.LensColor)")
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AssetReference<Texture> LensColor;
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SoftAssetReference<Texture> LensColor;
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/// <summary>
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/// Custom lens star texture sampled by lens flares.
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/// </summary>
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API_FIELD(Attributes="DefaultValue(null), EditorOrder(11), PostProcessSetting((int)LensFlaresSettingsOverride.LensStar)")
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AssetReference<Texture> LensStar;
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SoftAssetReference<Texture> LensStar;
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public:
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/// <summary>
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@@ -1487,7 +1488,7 @@ API_STRUCT() struct FLAXENGINE_API DepthOfFieldSettings : ISerializable
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/// If BokehShape is set to Custom, then this texture will be used for the bokeh shapes. For best performance, use small, compressed, grayscale textures (for instance 32px).
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/// </summary>
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API_FIELD(Attributes="DefaultValue(null), EditorOrder(11), PostProcessSetting((int)DepthOfFieldSettingsOverride.BokehShapeCustom)")
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AssetReference<Texture> BokehShapeCustom;
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SoftAssetReference<Texture> BokehShapeCustom;
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/// <summary>
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/// The minimum pixel brightness to create bokeh. Pixels with lower brightness will be skipped.
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