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: 0x02000036 RID: 54
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[Token(Token = "0x2000030")]
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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: 0x060000BF RID: 191 RVA: 0x000027C0 File Offset: 0x000009C0
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[Token(Token = "0x60000B7")]
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[Address(RVA = "0x19C5AD0", Offset = "0x19C48D0", VA = "0x1819C5AD0", 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: 0x060000C0 RID: 192 RVA: 0x000027D8 File Offset: 0x000009D8
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[Token(Token = "0x60000B8")]
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[Address(RVA = "0x403930", Offset = "0x402730", VA = "0x180403930", 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: 0x060000C1 RID: 193 RVA: 0x00002050 File Offset: 0x00000250
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[Token(Token = "0x60000B9")]
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[Address(RVA = "0x19C5B00", Offset = "0x19C4900", VA = "0x1819C5B00")]
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public Bloom()
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{
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}
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// Token: 0x04000129 RID: 297
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[FieldOffset(Offset = "0x38")]
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[Token(Token = "0x4000106")]
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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: 0x0400012A RID: 298
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[FieldOffset(Offset = "0x40")]
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[Token(Token = "0x4000107")]
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[Tooltip("Strength of the bloom filter.")]
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public MinFloatParameter intensity;
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// Token: 0x0400012B RID: 299
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[FieldOffset(Offset = "0x48")]
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[Token(Token = "0x4000108")]
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[Tooltip("Changes the extent of veiling effects.")]
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public ClampedFloatParameter scatter;
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// Token: 0x0400012C RID: 300
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[FieldOffset(Offset = "0x50")]
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[Token(Token = "0x4000109")]
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[Tooltip("Clamps pixels to control the bloom amount.")]
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public MinFloatParameter clamp;
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// Token: 0x0400012D RID: 301
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[FieldOffset(Offset = "0x58")]
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[Token(Token = "0x400010A")]
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[Tooltip("Global tint of the bloom filter.")]
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public ColorParameter tint;
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// Token: 0x0400012E RID: 302
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[FieldOffset(Offset = "0x60")]
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[Token(Token = "0x400010B")]
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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: 0x0400012F RID: 303
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[FieldOffset(Offset = "0x68")]
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[Token(Token = "0x400010C")]
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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: 0x04000130 RID: 304
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[FieldOffset(Offset = "0x70")]
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[Token(Token = "0x400010D")]
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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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