using System; using Cpp2IlInjected; using UnityEngine; using UnityEngine.Rendering.PostProcessing; // Token: 0x02000745 RID: 1861 [Token(Token = "0x2000745")] [PostProcess(typeof(LGHFFIOCGFP), PostProcessEvent.BeforeStack, "AmplifyCreations/AmplifyOcclusion", true)] [Serializable] public sealed class AmplifyOcclusionPostProcessing : PostProcessEffectSettings { // Token: 0x060035E2 RID: 13794 RVA: 0x000DE1D8 File Offset: 0x000DC3D8 [Token(Token = "0x60035E2")] [Address(RVA = "0xB0A860", Offset = "0xB09660", VA = "0x180B0A860", Slot = "4")] public override bool IsEnabledAndSupported(PostProcessRenderContext LHOMKMINCHH) { if (Application.isPlaying) { } BoolParameter enabled = this.enabled; throw new NullReferenceException(); } // Token: 0x060035E3 RID: 13795 RVA: 0x000DE200 File Offset: 0x000DC400 [Token(Token = "0x60035E3")] [Address(RVA = "0xB0A8A0", Offset = "0xB096A0", VA = "0x180B0A8A0")] 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: 0x04002CA6 RID: 11430 [FieldOffset(Offset = "0x30")] [Token(Token = "0x4002CA6")] [Header("Ambient Occlusion")] [Tooltip("How to inject the occlusion: Post Effect = Overlay, Debug - Vizualize.")] public ApplicationMethodParameter ApplyMethod; // Token: 0x04002CA7 RID: 11431 [FieldOffset(Offset = "0x38")] [Token(Token = "0x4002CA7")] [Tooltip("Number of samples per pass.")] public SampleCountLevelParameter SampleCount; // Token: 0x04002CA8 RID: 11432 [FieldOffset(Offset = "0x40")] [Token(Token = "0x4002CA8")] [Tooltip("Source of per-pixel normals: None = All, GBuffer = Deferred.")] public PerPixelNormalSourceParameter PerPixelNormals; // Token: 0x04002CA9 RID: 11433 [FieldOffset(Offset = "0x48")] [Token(Token = "0x4002CA9")] [Tooltip("Final applied intensity of the occlusion effect.")] [Range(0f, 1f)] public FloatParameter Intensity; // Token: 0x04002CAA RID: 11434 [FieldOffset(Offset = "0x50")] [Token(Token = "0x4002CAA")] [Tooltip("Color tint for occlusion.")] public ColorParameter Tint; // Token: 0x04002CAB RID: 11435 [FieldOffset(Offset = "0x58")] [Token(Token = "0x4002CAB")] [Tooltip("Radius spread of the occlusion.")] [Range(0f, 32f)] public FloatParameter Radius; // Token: 0x04002CAC RID: 11436 [FieldOffset(Offset = "0x60")] [Token(Token = "0x4002CAC")] [Range(0f, 16f)] [Tooltip("Power exponent attenuation of the occlusion.")] public FloatParameter PowerExponent; // Token: 0x04002CAD RID: 11437 [FieldOffset(Offset = "0x68")] [Token(Token = "0x4002CAD")] [Tooltip("Controls the initial occlusion contribution offset.")] [Range(0f, 0.99f)] public FloatParameter Bias; // Token: 0x04002CAE RID: 11438 [FieldOffset(Offset = "0x70")] [Token(Token = "0x4002CAE")] [Range(0f, 1f)] [Tooltip("Controls the thickness occlusion contribution.")] public FloatParameter Thickness; // Token: 0x04002CAF RID: 11439 [FieldOffset(Offset = "0x78")] [Token(Token = "0x4002CAF")] [Tooltip("Compute the Occlusion and Blur at half of the resolution.")] public BoolParameter Downsample; // Token: 0x04002CB0 RID: 11440 [FieldOffset(Offset = "0x80")] [Token(Token = "0x4002CB0")] [Tooltip("Cache optimization for best performance / quality tradeoff.")] public BoolParameter CacheAware; // Token: 0x04002CB1 RID: 11441 [FieldOffset(Offset = "0x88")] [Token(Token = "0x4002CB1")] [Header("Distance Fade")] [Tooltip("Control parameters at faraway.")] public BoolParameter FadeEnabled; // Token: 0x04002CB2 RID: 11442 [FieldOffset(Offset = "0x90")] [Token(Token = "0x4002CB2")] [Tooltip("Distance in Unity unities that start to fade.")] public FloatParameter FadeStart; // Token: 0x04002CB3 RID: 11443 [FieldOffset(Offset = "0x98")] [Token(Token = "0x4002CB3")] [Tooltip("Length distance to performe the transition.")] public FloatParameter FadeLength; // Token: 0x04002CB4 RID: 11444 [FieldOffset(Offset = "0xA0")] [Token(Token = "0x4002CB4")] [Range(0f, 1f)] [Tooltip("Final Intensity parameter.")] public FloatParameter FadeToIntensity; // Token: 0x04002CB5 RID: 11445 [FieldOffset(Offset = "0xA8")] [Token(Token = "0x4002CB5")] public ColorParameter FadeToTint; // Token: 0x04002CB6 RID: 11446 [FieldOffset(Offset = "0xB0")] [Token(Token = "0x4002CB6")] [Range(0f, 32f)] [Tooltip("Final Radius parameter.")] public FloatParameter FadeToRadius; // Token: 0x04002CB7 RID: 11447 [FieldOffset(Offset = "0xB8")] [Token(Token = "0x4002CB7")] [Range(0f, 16f)] [Tooltip("Final PowerExponent parameter.")] public FloatParameter FadeToPowerExponent; // Token: 0x04002CB8 RID: 11448 [FieldOffset(Offset = "0xC0")] [Token(Token = "0x4002CB8")] [Range(0f, 1f)] [Tooltip("Final Thickness parameter.")] public FloatParameter FadeToThickness; // Token: 0x04002CB9 RID: 11449 [FieldOffset(Offset = "0xC8")] [Token(Token = "0x4002CB9")] [Header("Bilateral Blur")] public BoolParameter BlurEnabled; // Token: 0x04002CBA RID: 11450 [FieldOffset(Offset = "0xD0")] [Token(Token = "0x4002CBA")] [Tooltip("Radius in screen pixels.")] [Range(1f, 4f)] public IntParameter BlurRadius; // Token: 0x04002CBB RID: 11451 [FieldOffset(Offset = "0xD8")] [Token(Token = "0x4002CBB")] [Tooltip("Number of times that the Blur will repeat.")] [Range(1f, 4f)] public IntParameter BlurPasses; // Token: 0x04002CBC RID: 11452 [FieldOffset(Offset = "0xE0")] [Token(Token = "0x4002CBC")] [Range(0f, 20f)] [Tooltip("Sharpness of blur edge-detection: 0 = Softer Edges, 20 = Sharper Edges.")] public FloatParameter BlurSharpness; // Token: 0x04002CBD RID: 11453 [FieldOffset(Offset = "0xE8")] [Token(Token = "0x4002CBD")] [Header("Temporal Filter")] [Tooltip("Accumulates the effect over the time.")] public BoolParameter FilterEnabled; // Token: 0x04002CBE RID: 11454 [FieldOffset(Offset = "0xF0")] [Token(Token = "0x4002CBE")] public BoolParameter FilterDownsample; // Token: 0x04002CBF RID: 11455 [FieldOffset(Offset = "0xF8")] [Token(Token = "0x4002CBF")] [Tooltip("Controls the accumulation decayment: 0 = More flicker with less ghosting, 1 = Less flicker with more ghosting.")] [Range(0f, 1f)] public FloatParameter FilterBlending; // Token: 0x04002CC0 RID: 11456 [FieldOffset(Offset = "0x100")] [Token(Token = "0x4002CC0")] [Range(0f, 1f)] [Tooltip("Controls the discard sensitivity based on the motion of the scene and objects.")] public FloatParameter FilterResponse; }