Files
niko 8fc35183db a
2026-04-11 22:19:20 +02:00

98 lines
3.6 KiB
C#

using System;
using Cpp2IlInjected;
namespace UnityEngine.Rendering.PostProcessing
{
// Token: 0x0200000D RID: 13
[Token(Token = "0x200000C")]
[PostProcess(typeof(AmbientOcclusionRenderer), "Unity/Ambient Occlusion", true)]
[Serializable]
public sealed class AmbientOcclusion : PostProcessEffectSettings
{
// Token: 0x0600000A RID: 10 RVA: 0x00002054 File Offset: 0x00000254
[Token(Token = "0x600000A")]
[Address(RVA = "0x2065070", Offset = "0x2063E70", VA = "0x182065070", Slot = "4")]
public override bool IsEnabledAndSupported(PostProcessRenderContext context)
{
return default(bool);
}
// Token: 0x0600000B RID: 11 RVA: 0x00002050 File Offset: 0x00000250
[Token(Token = "0x600000B")]
[Address(RVA = "0x2065470", Offset = "0x2064270", VA = "0x182065470")]
public AmbientOcclusion()
{
}
// Token: 0x0400001A RID: 26
[FieldOffset(Offset = "0x30")]
[Token(Token = "0x4000015")]
[Tooltip("The ambient occlusion method to use. \"Multi Scale Volumetric Obscurance\" is higher quality and faster on desktop & console platforms but requires compute shader support.")]
public AmbientOcclusionModeParameter mode;
// Token: 0x0400001B RID: 27
[FieldOffset(Offset = "0x38")]
[Token(Token = "0x4000016")]
[Range(0f, 4f)]
[Tooltip("The degree of darkness added by ambient occlusion. Higher values produce darker areas.")]
public FloatParameter intensity;
// Token: 0x0400001C RID: 28
[FieldOffset(Offset = "0x40")]
[Token(Token = "0x4000017")]
[ColorUsage(false)]
[Tooltip("The custom color to use for the ambient occlusion. The default is black.")]
public ColorParameter color;
// Token: 0x0400001D RID: 29
[FieldOffset(Offset = "0x48")]
[Token(Token = "0x4000018")]
[Tooltip("Check this box to mark this Volume as to only affect ambient lighting. This mode is only available with the Deferred rendering path and HDR rendering. Objects rendered with the Forward rendering path won't get any ambient occlusion.")]
public BoolParameter ambientOnly;
// Token: 0x0400001E RID: 30
[FieldOffset(Offset = "0x50")]
[Token(Token = "0x4000019")]
[Range(-8f, 0f)]
public FloatParameter noiseFilterTolerance;
// Token: 0x0400001F RID: 31
[FieldOffset(Offset = "0x58")]
[Token(Token = "0x400001A")]
[Range(-8f, -1f)]
public FloatParameter blurTolerance;
// Token: 0x04000020 RID: 32
[FieldOffset(Offset = "0x60")]
[Token(Token = "0x400001B")]
[Range(-12f, -1f)]
public FloatParameter upsampleTolerance;
// Token: 0x04000021 RID: 33
[FieldOffset(Offset = "0x68")]
[Token(Token = "0x400001C")]
[Range(1f, 10f)]
[Tooltip("This modifies the thickness of occluders. It increases the size of dark areas and also introduces a dark halo around objects.")]
public FloatParameter thicknessModifier;
// Token: 0x04000022 RID: 34
[FieldOffset(Offset = "0x70")]
[Token(Token = "0x400001D")]
[Range(0f, 1f)]
[Tooltip("Modifies the influence of direct lighting on ambient occlusion.")]
public FloatParameter directLightingStrength;
// Token: 0x04000023 RID: 35
[FieldOffset(Offset = "0x78")]
[Token(Token = "0x400001E")]
[Tooltip("The radius of sample points. This affects the size of darkened areas.")]
public FloatParameter radius;
// Token: 0x04000024 RID: 36
[FieldOffset(Offset = "0x80")]
[Token(Token = "0x400001F")]
[Tooltip("The number of sample points. This affects both quality and performance. For \"Lowest\", \"Low\", and \"Medium\", passes are downsampled. For \"High\" and \"Ultra\", they are not and therefore you should only \"High\" and \"Ultra\" on high-end hardware.")]
public AmbientOcclusionQualityParameter quality;
}
}