using System; using Cpp2IlInjected; namespace UnityEngine.Rendering.Universal { // Token: 0x02000038 RID: 56 [Token(Token = "0x2000032")] [VolumeComponentMenu("Post-processing/Bloom")] [Serializable] public sealed class Bloom : VolumeComponent, IPostProcessComponent { // Token: 0x060000D9 RID: 217 RVA: 0x00002970 File Offset: 0x00000B70 [Token(Token = "0x60000D1")] [Address(RVA = "0x23E8B50", Offset = "0x23E7B50", VA = "0x1823E8B50", Slot = "8")] public bool IsActive() { return default(bool); } // Token: 0x060000DA RID: 218 RVA: 0x00002988 File Offset: 0x00000B88 [Token(Token = "0x60000D2")] [Address(RVA = "0x424690", Offset = "0x423690", VA = "0x180424690", Slot = "9")] public bool IsTileCompatible() { return default(bool); } // Token: 0x060000DB RID: 219 RVA: 0x00002050 File Offset: 0x00000250 [Token(Token = "0x60000D3")] [Address(RVA = "0x23E8B80", Offset = "0x23E7B80", VA = "0x1823E8B80")] public Bloom() { } // Token: 0x0400013B RID: 315 [FieldOffset(Offset = "0x38")] [Token(Token = "0x4000117")] [Tooltip("Filters out pixels under this level of brightness. Value is in gamma-space.")] public MinFloatParameter threshold; // Token: 0x0400013C RID: 316 [FieldOffset(Offset = "0x40")] [Token(Token = "0x4000118")] [Tooltip("Strength of the bloom filter.")] public MinFloatParameter intensity; // Token: 0x0400013D RID: 317 [FieldOffset(Offset = "0x48")] [Token(Token = "0x4000119")] [Tooltip("Changes the extent of veiling effects.")] public ClampedFloatParameter scatter; // Token: 0x0400013E RID: 318 [FieldOffset(Offset = "0x50")] [Token(Token = "0x400011A")] [Tooltip("Clamps pixels to control the bloom amount.")] public MinFloatParameter clamp; // Token: 0x0400013F RID: 319 [FieldOffset(Offset = "0x58")] [Token(Token = "0x400011B")] [Tooltip("Global tint of the bloom filter.")] public ColorParameter tint; // Token: 0x04000140 RID: 320 [FieldOffset(Offset = "0x60")] [Token(Token = "0x400011C")] [Tooltip("Use bicubic sampling instead of bilinear sampling for the upsampling passes. This is slightly more expensive but helps getting smoother visuals.")] public BoolParameter highQualityFiltering; // Token: 0x04000141 RID: 321 [FieldOffset(Offset = "0x68")] [Token(Token = "0x400011D")] [Tooltip("Dirtiness texture to add smudges or dust to the bloom effect.")] public TextureParameter dirtTexture; // Token: 0x04000142 RID: 322 [FieldOffset(Offset = "0x70")] [Token(Token = "0x400011E")] [Tooltip("Amount of dirtiness.")] public MinFloatParameter dirtIntensity; } }