using System; using Cpp2IlInjected; namespace UnityEngine.Rendering.PostProcessing { // Token: 0x02000039 RID: 57 [Token(Token = "0x2000030")] [PostProcess(typeof(ScreenSpaceReflectionsRenderer), "Unity/Screen-space reflections", true)] [Serializable] public sealed class ScreenSpaceReflections : PostProcessEffectSettings { // Token: 0x0600007E RID: 126 RVA: 0x000022E0 File Offset: 0x000004E0 [Token(Token = "0x600007E")] [Address(RVA = "0xDE56E0", Offset = "0xDE46E0", VA = "0x180DE56E0", Slot = "4")] public override bool IsEnabledAndSupported(PostProcessRenderContext context) { return default(bool); } // Token: 0x0600007F RID: 127 RVA: 0x00002050 File Offset: 0x00000250 [Token(Token = "0x600007F")] [Address(RVA = "0xDE5850", Offset = "0xDE4850", VA = "0x180DE5850")] public ScreenSpaceReflections() { } // Token: 0x040000F3 RID: 243 [FieldOffset(Offset = "0x30")] [Token(Token = "0x40000B6")] [Tooltip("Choose a quality preset, or use \"Custom\" to create your own custom preset. Don't use a preset higher than \"Medium\" if you desire good performance on consoles.")] public ScreenSpaceReflectionPresetParameter preset; // Token: 0x040000F4 RID: 244 [FieldOffset(Offset = "0x38")] [Token(Token = "0x40000B7")] [Range(0f, 256f)] [Tooltip("Maximum number of steps in the raymarching pass. Higher values mean more reflections.")] public IntParameter maximumIterationCount; // Token: 0x040000F5 RID: 245 [FieldOffset(Offset = "0x40")] [Token(Token = "0x40000B8")] [Tooltip("Changes the size of the SSR buffer. Downsample it to maximize performances or supersample it for higher quality results with reduced performance.")] public ScreenSpaceReflectionResolutionParameter resolution; // Token: 0x040000F6 RID: 246 [FieldOffset(Offset = "0x48")] [Token(Token = "0x40000B9")] [Range(1f, 64f)] [Tooltip("Ray thickness. Lower values are more expensive but allow the effect to detect smaller details.")] public FloatParameter thickness; // Token: 0x040000F7 RID: 247 [FieldOffset(Offset = "0x50")] [Token(Token = "0x40000BA")] [Tooltip("Maximum distance to traverse after which it will stop drawing reflections.")] public FloatParameter maximumMarchDistance; // Token: 0x040000F8 RID: 248 [FieldOffset(Offset = "0x58")] [Token(Token = "0x40000BB")] [Range(0f, 1f)] [Tooltip("Fades reflections close to the near planes.")] public FloatParameter distanceFade; // Token: 0x040000F9 RID: 249 [FieldOffset(Offset = "0x60")] [Token(Token = "0x40000BC")] [Range(0f, 1f)] [Tooltip("Fades reflections close to the screen edges.")] public FloatParameter vignette; } }