class CParticleVisibilityInputs
{
public:
// MPropertyFriendlyName = camera depth bias
float32 m_flCameraBias;
// MPropertyFriendlyName = input control point number
int32 m_nCPin;
// MPropertyFriendlyName = input proxy radius
// MPropertySuppressExpr = m_nCPin == -1
float32 m_flProxyRadius;
// MPropertyFriendlyName = input proxy pixel visibility minimum
// MPropertySuppressExpr = m_nCPin == -1
float32 m_flInputMin;
// MPropertyFriendlyName = input proxy pixel visibility maximum
// MPropertySuppressExpr = m_nCPin == -1
float32 m_flInputMax;
// MPropertyFriendlyName = input proxy pixel visibility fade out time
// MPropertySuppressExpr = m_nCPin == -1
float32 m_flInputPixelVisFade;
// MPropertyFriendlyName = input proxy unsupported hardware fallback value
// MPropertySuppressExpr = m_nCPin == -1
float32 m_flNoPixelVisibilityFallback;
// MPropertyFriendlyName = input distance minimum
// MPropertySuppressExpr = m_nCPin == -1
float32 m_flDistanceInputMin;
// MPropertyFriendlyName = input distance maximum
// MPropertySuppressExpr = m_nCPin == -1
float32 m_flDistanceInputMax;
// MPropertyFriendlyName = input dot minimum
// MPropertySuppressExpr = m_nCPin == -1
float32 m_flDotInputMin;
// MPropertyFriendlyName = input dot maximum
// MPropertySuppressExpr = m_nCPin == -1
float32 m_flDotInputMax;
// MPropertyFriendlyName = input dot use CP angles
// MPropertySuppressExpr = m_nCPin == -1
bool m_bDotCPAngles;
// MPropertyFriendlyName = input dot use Camera angles
// MPropertySuppressExpr = m_nCPin == -1
bool m_bDotCameraAngles;
// MPropertyFriendlyName = output alpha scale minimum
// MPropertySuppressExpr = m_nCPin == -1
float32 m_flAlphaScaleMin;
// MPropertyFriendlyName = output alpha scale maximum
// MPropertySuppressExpr = m_nCPin == -1
float32 m_flAlphaScaleMax;
// MPropertyFriendlyName = output radius scale minimum
// MPropertySuppressExpr = m_nCPin == -1
float32 m_flRadiusScaleMin;
// MPropertyFriendlyName = output radius scale maximum
// MPropertySuppressExpr = m_nCPin == -1
float32 m_flRadiusScaleMax;
// MPropertyFriendlyName = output radius FOV scale base
// MPropertySuppressExpr = m_nCPin == -1
float32 m_flRadiusScaleFOVBase;
// MPropertyFriendlyName = vr camera right eye
// MParticleAdvancedField
bool m_bRightEye;
};
KV3 Class Defaults
{
m_flCameraBias = 0.0
m_nCPin = -1
m_flProxyRadius = 1.0
m_flInputMin = 0.0
m_flInputMax = 1.0
m_flInputPixelVisFade = 0.25
m_flNoPixelVisibilityFallback = 1.0
m_flDistanceInputMin = 0.0
m_flDistanceInputMax = 0.0
m_flDotInputMin = 0.0
m_flDotInputMax = 0.0
m_bDotCPAngles = true
m_bDotCameraAngles = false
m_flAlphaScaleMin = 0.0
m_flAlphaScaleMax = 1.0
m_flRadiusScaleMin = 1.0
m_flRadiusScaleMax = 1.0
m_flRadiusScaleFOVBase = 0.0
m_bRightEye = false
}