using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace FirstPlugin { public class RenderInfoEnums { public class SMO //Super Mario Odyssey { public enum map_category : int { None, Building, Ground, Road, Water, Lava, Rock, Other, DamageArea, } public enum proc_texture_2d_type : int { PerlinFbm, Worley, } public enum proc_texture_3d_type : int { Caustics, Ridge, CloudLikeFbm, } public enum display_face : int { front, both, back, none, } public enum forward_xlu : int { Blend, Opa, Mul, Add, } public enum color_blend_rgb_op : int { add, src_minus_dst, } public enum color_blend_rgb_src_func : int { src_alpha, one, } public enum color_blend_rgb_dst_func : int { one_minus_src_alpha, zero, one, } public enum color_blend_alpha_op : int { add, } public enum color_blend_alpha_src_func : int { one, zero, src_alpha, } public enum color_blend_alpha_dst_func : int { zero, one, } public enum deferred_xlu : int { BcNrmLbuf, BcLbuf, FootPrint, BcLbufAdd, LbufAdd, LbufMul, BcNrmLbufRghMtl, Lbuf, LbufMul2, BcMul, } public enum depth_test_func : int { Lequal, } } public class MK8D { public enum gsys_pass : int { no_setting, xlu_water, seal, } public enum gsys_priority_hint : int { object0, field_ground, field_wall, player, vr, effect, } public enum gsys_light_diffuse : int { diffuse, diffuse_course0, diffuse_ice0, diffuse_course3, diffuse_course2, } public enum gsys_env_obj_set : int { Turbo_area0, Turbo_area1, Turbo_area2, Turbo_area3, Turbo_area4, } public enum gsys_bake_group : int { group1, group2, none, group3, } public enum gsys_bake_uv_unite : int { none, set1, } public enum gsys_render_state_display_face : int { front, both, none, } public enum gsys_render_state_mode : int { opaque, mask, translucent, custom, } public enum gsys_depth_test_func : int { lequal, } public enum gsys_alpha_test_func : int { gequal, always, never, } public enum gsys_render_state_blend_mode : int { none, color, } public enum gsys_color_blend_rgb_op : int { add, max, } public enum gsys_color_blend_rgb_src_func : int { src_alpha, } public enum gsys_color_blend_rgb_dst_func : int { one_minus_src_alpha, one, } public enum gsys_color_blend_alpha_op : int { add, } public enum gsys_color_blend_alpha_src_func : int { one, } public enum gsys_color_blend_alpha_dst_func : int { zero, } public enum gsys_model_fx0 : int { no_setting, } public enum gsys_model_fx1 : int { no_setting, } public enum gsys_model_fx2 : int { no_setting, } public enum gsys_model_fx3 : int { no_setting, } } public class ARMS { public enum gsys_pass : int { no_setting, } public enum gsys_priority_hint : int { none, } public enum gsys_render_state_display_face : int { front, both, } public enum gsys_render_state_mode : int { opaque, mask, translucent, } public enum gsys_alpha_test_func : int { gequal, } public enum gsys_render_state_blend_mode : int { none, color, } public enum gsys_color_blend_rgb_src_func : int { src_alpha, } public enum gsys_color_blend_rgb_dst_func : int { one_minus_src_alpha, } public enum gsys_color_blend_rgb_op : int { add, } public enum gsys_color_blend_alpha_src_func : int { one, } public enum gsys_color_blend_alpha_dst_func : int { zero, } public enum gsys_color_blend_alpha_op : int { add, } public enum gsys_env_obj_set : int { ARMS_default, } public enum gsys_model_fx0 : int { no_setting, } public enum gsys_model_fx1 : int { no_setting, } public enum gsys_model_fx2 : int { no_setting, } public enum gsys_model_fx3 : int { no_setting, } } public class Splatoon2 { public enum gsys_pass : int { no_setting, xlu_water, seal, } public enum gsys_env_obj_set : int { TPS, } public enum gsys_render_state_mode : int { mask, opaque, translucent, custom, } public enum gsys_render_state_display_face : int { both, front, none, } public enum gsys_depth_test_func : int { lequal, always, less, } public enum gsys_alpha_test_func : int { gequal, greater, } public enum gsys_render_state_blend_mode : int { none, color, } public enum gsys_color_blend_rgb_op : int { add, } public enum gsys_color_blend_rgb_src_func : int { src_alpha, dst_alpha, src_color, } public enum gsys_color_blend_rgb_dst_func : int { one_minus_src_alpha, one, zero, one_minus_src_color, } public enum gsys_color_blend_alpha_op : int { add, src_minus_dst, } public enum gsys_color_blend_alpha_src_func : int { one, } public enum gsys_color_blend_alpha_dst_func : int { zero, } public enum gsys_bake_normal_map : int { default0, } public enum gsys_bake_emission_map : int { default0, _e0, } public enum gsys_bake_group : int { group1, none, group2, group3, group4, } public enum gsys_bake_uv_unite : int { none, } public enum gsys_bake_option : int { none, option1, } public enum blitz_dynamic_alpha_fadeout : int { off, overlook, blend_vr, } public enum enable_aging_graffiti : int { off, } public enum aging_type : int { simple, } public enum enable_miiverse_filter : int { off, on, } } public class BOTW { public enum gsys_priority_hint : int { npc, player, field_ground, effect, vr, object0, field_wall, none, } public enum gsys_env_obj_set : int { Default, } public enum gsys_bake_group : int { group1, } public enum gsys_bake_uv_unite : int { none, } public enum gsys_bake_option : int { none, } public enum gsys_render_state_mode : int { opaque, mask, custom, translucent, } public enum gsys_render_state_display_face : int { front, both, back, } public enum gsys_render_state_blend_mode : int { none, color, } public enum gsys_depth_test_func : int { lequal, } public enum gsys_color_blend_rgb_src_func : int { src_alpha, } public enum gsys_color_blend_rgb_dst_func : int { one_minus_src_alpha, one, } public enum gsys_color_blend_rgb_op : int { add, } public enum gsys_color_blend_alpha_src_func : int { one, } public enum gsys_color_blend_alpha_dst_func : int { zero, } public enum gsys_color_blend_alpha_op : int { add, } public enum gsys_alpha_test_func : int { gequal, } } } }