using System; using Cpp2IlInjected; using UnityEngine; using UnityEngine.Rendering.PostProcessing; // Token: 0x02000752 RID: 1874 [Token(Token = "0x2000752")] [PostProcess(typeof(LGHFFIOCGFP), PostProcessEvent.BeforeStack, "AmplifyCreations/AmplifyOcclusion", true)] [Serializable] public sealed class AmplifyOcclusionPostProcessing : PostProcessEffectSettings { // Token: 0x0600366B RID: 13931 RVA: 0x000DEF98 File Offset: 0x000DD198 [Token(Token = "0x600366B")] [Address(RVA = "0x15B4C70", Offset = "0x15B3C70", VA = "0x1815B4C70", Slot = "4")] public override bool IsEnabledAndSupported(PostProcessRenderContext LHOMKMINCHH) { if (Application.isPlaying) { } BoolParameter enabled = this.enabled; throw new NullReferenceException(); } // Token: 0x0600366C RID: 13932 RVA: 0x000DEFC0 File Offset: 0x000DD1C0 [Token(Token = "0x600366C")] [Address(RVA = "0x15B4CB0", Offset = "0x15B3CB0", VA = "0x1815B4CB0")] public AmplifyOcclusionPostProcessing() { ApplicationMethodParameter applicationMethodParameter = new ApplicationMethodParameter(); this.ApplyMethod = applicationMethodParameter; SampleCountLevelParameter sampleCountLevelParameter = new SampleCountLevelParameter(); this.SampleCount = sampleCountLevelParameter; PerPixelNormalSourceParameter perPixelNormalSourceParameter = new PerPixelNormalSourceParameter(); this.PerPixelNormals = perPixelNormalSourceParameter; FloatParameter floatParameter = new FloatParameter(); this.Intensity = floatParameter; ColorParameter colorParameter = new ColorParameter(); Color black = Color.black; this.Tint = colorParameter; FloatParameter floatParameter2 = new FloatParameter(); this.Radius = floatParameter2; FloatParameter floatParameter3 = new FloatParameter(); this.PowerExponent = floatParameter3; FloatParameter floatParameter4 = new FloatParameter(); this.Bias = floatParameter4; FloatParameter floatParameter5 = new FloatParameter(); this.Thickness = floatParameter5; BoolParameter boolParameter = new BoolParameter(); this.Downsample = boolParameter; BoolParameter boolParameter2 = new BoolParameter(); this.CacheAware = boolParameter2; BoolParameter boolParameter3 = new BoolParameter(); this.FadeEnabled = boolParameter3; FloatParameter floatParameter6 = new FloatParameter(); this.FadeStart = floatParameter6; FloatParameter floatParameter7 = new FloatParameter(); this.FadeLength = floatParameter7; FloatParameter floatParameter8 = new FloatParameter(); this.FadeToIntensity = floatParameter8; ColorParameter colorParameter2 = new ColorParameter(); Color black2 = Color.black; this.FadeToTint = colorParameter2; FloatParameter floatParameter9 = new FloatParameter(); this.FadeToRadius = floatParameter9; FloatParameter floatParameter10 = new FloatParameter(); this.FadeToPowerExponent = floatParameter10; FloatParameter floatParameter11 = new FloatParameter(); this.FadeToThickness = floatParameter11; BoolParameter boolParameter4 = new BoolParameter(); this.BlurEnabled = boolParameter4; IntParameter intParameter = new IntParameter(); this.BlurRadius = intParameter; IntParameter intParameter2 = new IntParameter(); this.BlurPasses = intParameter2; FloatParameter floatParameter12 = new FloatParameter(); this.BlurSharpness = floatParameter12; BoolParameter boolParameter5 = new BoolParameter(); this.FilterEnabled = boolParameter5; BoolParameter boolParameter6 = new BoolParameter(); this.FilterDownsample = boolParameter6; FloatParameter floatParameter13 = new FloatParameter(); this.FilterBlending = floatParameter13; FloatParameter floatParameter14 = new FloatParameter(); this.FilterResponse = floatParameter14; base..ctor(); } // Token: 0x04002D13 RID: 11539 [FieldOffset(Offset = "0x30")] [Token(Token = "0x4002D13")] [Header("Ambient Occlusion")] [Tooltip("How to inject the occlusion: Post Effect = Overlay, Debug - Vizualize.")] public ApplicationMethodParameter ApplyMethod; // Token: 0x04002D14 RID: 11540 [FieldOffset(Offset = "0x38")] [Token(Token = "0x4002D14")] [Tooltip("Number of samples per pass.")] public SampleCountLevelParameter SampleCount; // Token: 0x04002D15 RID: 11541 [FieldOffset(Offset = "0x40")] [Token(Token = "0x4002D15")] [Tooltip("Source of per-pixel normals: None = All, GBuffer = Deferred.")] public PerPixelNormalSourceParameter PerPixelNormals; // Token: 0x04002D16 RID: 11542 [FieldOffset(Offset = "0x48")] [Token(Token = "0x4002D16")] [Tooltip("Final applied intensity of the occlusion effect.")] [Range(0f, 1f)] public FloatParameter Intensity; // Token: 0x04002D17 RID: 11543 [FieldOffset(Offset = "0x50")] [Token(Token = "0x4002D17")] [Tooltip("Color tint for occlusion.")] public ColorParameter Tint; // Token: 0x04002D18 RID: 11544 [FieldOffset(Offset = "0x58")] [Token(Token = "0x4002D18")] [Range(0f, 32f)] [Tooltip("Radius spread of the occlusion.")] public FloatParameter Radius; // Token: 0x04002D19 RID: 11545 [FieldOffset(Offset = "0x60")] [Token(Token = "0x4002D19")] [Tooltip("Power exponent attenuation of the occlusion.")] [Range(0f, 16f)] public FloatParameter PowerExponent; // Token: 0x04002D1A RID: 11546 [FieldOffset(Offset = "0x68")] [Token(Token = "0x4002D1A")] [Range(0f, 0.99f)] [Tooltip("Controls the initial occlusion contribution offset.")] public FloatParameter Bias; // Token: 0x04002D1B RID: 11547 [FieldOffset(Offset = "0x70")] [Token(Token = "0x4002D1B")] [Range(0f, 1f)] [Tooltip("Controls the thickness occlusion contribution.")] public FloatParameter Thickness; // Token: 0x04002D1C RID: 11548 [FieldOffset(Offset = "0x78")] [Token(Token = "0x4002D1C")] [Tooltip("Compute the Occlusion and Blur at half of the resolution.")] public BoolParameter Downsample; // Token: 0x04002D1D RID: 11549 [FieldOffset(Offset = "0x80")] [Token(Token = "0x4002D1D")] [Tooltip("Cache optimization for best performance / quality tradeoff.")] public BoolParameter CacheAware; // Token: 0x04002D1E RID: 11550 [FieldOffset(Offset = "0x88")] [Token(Token = "0x4002D1E")] [Tooltip("Control parameters at faraway.")] [Header("Distance Fade")] public BoolParameter FadeEnabled; // Token: 0x04002D1F RID: 11551 [FieldOffset(Offset = "0x90")] [Token(Token = "0x4002D1F")] [Tooltip("Distance in Unity unities that start to fade.")] public FloatParameter FadeStart; // Token: 0x04002D20 RID: 11552 [FieldOffset(Offset = "0x98")] [Token(Token = "0x4002D20")] [Tooltip("Length distance to performe the transition.")] public FloatParameter FadeLength; // Token: 0x04002D21 RID: 11553 [FieldOffset(Offset = "0xA0")] [Token(Token = "0x4002D21")] [Range(0f, 1f)] [Tooltip("Final Intensity parameter.")] public FloatParameter FadeToIntensity; // Token: 0x04002D22 RID: 11554 [FieldOffset(Offset = "0xA8")] [Token(Token = "0x4002D22")] public ColorParameter FadeToTint; // Token: 0x04002D23 RID: 11555 [FieldOffset(Offset = "0xB0")] [Token(Token = "0x4002D23")] [Range(0f, 32f)] [Tooltip("Final Radius parameter.")] public FloatParameter FadeToRadius; // Token: 0x04002D24 RID: 11556 [FieldOffset(Offset = "0xB8")] [Token(Token = "0x4002D24")] [Range(0f, 16f)] [Tooltip("Final PowerExponent parameter.")] public FloatParameter FadeToPowerExponent; // Token: 0x04002D25 RID: 11557 [FieldOffset(Offset = "0xC0")] [Token(Token = "0x4002D25")] [Range(0f, 1f)] [Tooltip("Final Thickness parameter.")] public FloatParameter FadeToThickness; // Token: 0x04002D26 RID: 11558 [FieldOffset(Offset = "0xC8")] [Token(Token = "0x4002D26")] [Header("Bilateral Blur")] public BoolParameter BlurEnabled; // Token: 0x04002D27 RID: 11559 [FieldOffset(Offset = "0xD0")] [Token(Token = "0x4002D27")] [Tooltip("Radius in screen pixels.")] [Range(1f, 4f)] public IntParameter BlurRadius; // Token: 0x04002D28 RID: 11560 [FieldOffset(Offset = "0xD8")] [Token(Token = "0x4002D28")] [Tooltip("Number of times that the Blur will repeat.")] [Range(1f, 4f)] public IntParameter BlurPasses; // Token: 0x04002D29 RID: 11561 [FieldOffset(Offset = "0xE0")] [Token(Token = "0x4002D29")] [Range(0f, 20f)] [Tooltip("Sharpness of blur edge-detection: 0 = Softer Edges, 20 = Sharper Edges.")] public FloatParameter BlurSharpness; // Token: 0x04002D2A RID: 11562 [FieldOffset(Offset = "0xE8")] [Token(Token = "0x4002D2A")] [Tooltip("Accumulates the effect over the time.")] [Header("Temporal Filter")] public BoolParameter FilterEnabled; // Token: 0x04002D2B RID: 11563 [FieldOffset(Offset = "0xF0")] [Token(Token = "0x4002D2B")] public BoolParameter FilterDownsample; // Token: 0x04002D2C RID: 11564 [FieldOffset(Offset = "0xF8")] [Token(Token = "0x4002D2C")] [Range(0f, 1f)] [Tooltip("Controls the accumulation decayment: 0 = More flicker with less ghosting, 1 = Less flicker with more ghosting.")] public FloatParameter FilterBlending; // Token: 0x04002D2D RID: 11565 [FieldOffset(Offset = "0x100")] [Token(Token = "0x4002D2D")] [Tooltip("Controls the discard sensitivity based on the motion of the scene and objects.")] [Range(0f, 1f)] public FloatParameter FilterResponse; }