```cs
public class ProcessedReverbResults
{
public float ReturningPercent;
public float OutdoorPercent;
public float AverageReturningRayLength;
// Scattering
public float MaterialRoughnessLF;
public float MaterialRoughnessHF;
public float MaterialRoughness => (MaterialRoughnessLF + MaterialRoughnessHF) / 2;
public float MaterialSmoothnessLF => 1.0f - MaterialRoughnessLF;
public float MaterialSmoothnessHF => 1.0f - MaterialRoughnessHF;
public float MaterialSmoothness => 1.0f - MaterialRoughness;
// Absorption
public float MaterialAbsorptionLF;
public float MaterialAbsorptionHF;
public float MaterialAbsorption => (MaterialAbsorptionLF + MaterialAbsorptionHF) / 2;
}
```