```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; } ```