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