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

84 lines
2.6 KiB
C#

using System;
using Cpp2IlInjected;
namespace UnityEngine.Rendering.Universal
{
// Token: 0x02000036 RID: 54
[Token(Token = "0x2000030")]
[VolumeComponentMenu("Post-processing/Bloom")]
[Serializable]
public sealed class Bloom : VolumeComponent, IPostProcessComponent
{
// Token: 0x060000BF RID: 191 RVA: 0x000027C0 File Offset: 0x000009C0
[Token(Token = "0x60000B7")]
[Address(RVA = "0x19C5AD0", Offset = "0x19C48D0", VA = "0x1819C5AD0", Slot = "8")]
public bool IsActive()
{
return default(bool);
}
// Token: 0x060000C0 RID: 192 RVA: 0x000027D8 File Offset: 0x000009D8
[Token(Token = "0x60000B8")]
[Address(RVA = "0x403930", Offset = "0x402730", VA = "0x180403930", Slot = "9")]
public bool IsTileCompatible()
{
return default(bool);
}
// Token: 0x060000C1 RID: 193 RVA: 0x00002050 File Offset: 0x00000250
[Token(Token = "0x60000B9")]
[Address(RVA = "0x19C5B00", Offset = "0x19C4900", VA = "0x1819C5B00")]
public Bloom()
{
}
// Token: 0x04000129 RID: 297
[FieldOffset(Offset = "0x38")]
[Token(Token = "0x4000106")]
[Tooltip("Filters out pixels under this level of brightness. Value is in gamma-space.")]
public MinFloatParameter threshold;
// Token: 0x0400012A RID: 298
[FieldOffset(Offset = "0x40")]
[Token(Token = "0x4000107")]
[Tooltip("Strength of the bloom filter.")]
public MinFloatParameter intensity;
// Token: 0x0400012B RID: 299
[FieldOffset(Offset = "0x48")]
[Token(Token = "0x4000108")]
[Tooltip("Changes the extent of veiling effects.")]
public ClampedFloatParameter scatter;
// Token: 0x0400012C RID: 300
[FieldOffset(Offset = "0x50")]
[Token(Token = "0x4000109")]
[Tooltip("Clamps pixels to control the bloom amount.")]
public MinFloatParameter clamp;
// Token: 0x0400012D RID: 301
[FieldOffset(Offset = "0x58")]
[Token(Token = "0x400010A")]
[Tooltip("Global tint of the bloom filter.")]
public ColorParameter tint;
// Token: 0x0400012E RID: 302
[FieldOffset(Offset = "0x60")]
[Token(Token = "0x400010B")]
[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: 0x0400012F RID: 303
[FieldOffset(Offset = "0x68")]
[Token(Token = "0x400010C")]
[Tooltip("Dirtiness texture to add smudges or dust to the bloom effect.")]
public TextureParameter dirtTexture;
// Token: 0x04000130 RID: 304
[FieldOffset(Offset = "0x70")]
[Token(Token = "0x400010D")]
[Tooltip("Amount of dirtiness.")]
public MinFloatParameter dirtIntensity;
}
}