Files
niko c12fbe3fc6 m
2026-04-12 16:51:38 +02:00

84 lines
2.6 KiB
C#

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;
}
}