99 lines
3.5 KiB
C#
99 lines
3.5 KiB
C#
using System;
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using Cpp2IlInjected;
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using UnityEngine.Serialization;
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namespace UnityEngine.Rendering.PostProcessing
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{
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// Token: 0x02000014 RID: 20
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[Token(Token = "0x2000013")]
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[PostProcess(typeof(BloomRenderer), "Unity/Bloom", true)]
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[Serializable]
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public sealed class Bloom : PostProcessEffectSettings
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{
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// Token: 0x06000021 RID: 33 RVA: 0x000020B8 File Offset: 0x000002B8
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[Token(Token = "0x6000021")]
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[Address(RVA = "0x79F0E0", Offset = "0x79E0E0", VA = "0x18079F0E0", Slot = "4")]
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public override bool IsEnabledAndSupported(PostProcessRenderContext context)
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{
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return default(bool);
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}
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// Token: 0x06000022 RID: 34 RVA: 0x00002050 File Offset: 0x00000250
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[Token(Token = "0x6000022")]
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[Address(RVA = "0x79F120", Offset = "0x79E120", VA = "0x18079F120")]
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public Bloom()
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{
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}
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// Token: 0x04000035 RID: 53
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[FieldOffset(Offset = "0x30")]
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[Token(Token = "0x4000030")]
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[Min(0f)]
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[Tooltip("Strength of the bloom filter. Values higher than 1 will make bloom contribute more energy to the final render.")]
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public FloatParameter intensity;
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// Token: 0x04000036 RID: 54
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[FieldOffset(Offset = "0x38")]
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[Token(Token = "0x4000031")]
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[Min(0f)]
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[Tooltip("Filters out pixels under this level of brightness. Value is in gamma-space.")]
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public FloatParameter threshold;
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// Token: 0x04000037 RID: 55
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[FieldOffset(Offset = "0x40")]
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[Token(Token = "0x4000032")]
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[Range(0f, 1f)]
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[Tooltip("Makes transitions between under/over-threshold gradual. 0 for a hard threshold, 1 for a soft threshold).")]
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public FloatParameter softKnee;
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// Token: 0x04000038 RID: 56
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[FieldOffset(Offset = "0x48")]
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[Token(Token = "0x4000033")]
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[Tooltip("Clamps pixels to control the bloom amount. Value is in gamma-space.")]
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public FloatParameter clamp;
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// Token: 0x04000039 RID: 57
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[FieldOffset(Offset = "0x50")]
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[Token(Token = "0x4000034")]
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[Range(1f, 10f)]
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[Tooltip("Changes the extent of veiling effects. For maximum quality, use integer values. Because this value changes the internal iteration count, You should not animating it as it may introduce issues with the perceived radius.")]
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public FloatParameter diffusion;
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// Token: 0x0400003A RID: 58
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[FieldOffset(Offset = "0x58")]
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[Token(Token = "0x4000035")]
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[Range(-1f, 1f)]
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[Tooltip("Distorts the bloom to give an anamorphic look. Negative values distort vertically, positive values distort horizontally.")]
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public FloatParameter anamorphicRatio;
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// Token: 0x0400003B RID: 59
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[FieldOffset(Offset = "0x60")]
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[Token(Token = "0x4000036")]
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[ColorUsage(false, true)]
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[Tooltip("Global tint of the bloom filter.")]
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public ColorParameter color;
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// Token: 0x0400003C RID: 60
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[FieldOffset(Offset = "0x68")]
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[Token(Token = "0x4000037")]
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[FormerlySerializedAs("mobileOptimized")]
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[Tooltip("Boost performance by lowering the effect quality. This settings is meant to be used on mobile and other low-end platforms but can also provide a nice performance boost on desktops and consoles.")]
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public BoolParameter fastMode;
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// Token: 0x0400003D RID: 61
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[FieldOffset(Offset = "0x70")]
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[Token(Token = "0x4000038")]
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[Tooltip("The lens dirt texture used to add smudges or dust to the bloom effect.")]
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[DisplayName("Texture")]
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public TextureParameter dirtTexture;
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// Token: 0x0400003E RID: 62
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[FieldOffset(Offset = "0x78")]
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[Token(Token = "0x4000039")]
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[Min(0f)]
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[Tooltip("The intensity of the lens dirtiness.")]
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[DisplayName("Intensity")]
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public FloatParameter dirtIntensity;
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}
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}
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