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; } }