235 lines
6.6 KiB
C#
235 lines
6.6 KiB
C#
using System;
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using UnityEngine;
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namespace UnityStandardAssets.CinematicEffects
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{
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// Token: 0x0200001A RID: 26
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[ExecuteInEditMode]
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[RequireComponent(typeof(Camera))]
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[AddComponentMenu("Image Effects/Cinematic/Bloom")]
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[ImageEffectAllowedInSceneView]
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public class Bloom : MonoBehaviour
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{
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// Token: 0x17000023 RID: 35
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// (get) Token: 0x06000052 RID: 82 RVA: 0x000037FB File Offset: 0x00001BFB
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public Shader shader
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{
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get
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{
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if (this.m_Shader == null)
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{
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this.m_Shader = Shader.Find("Hidden/Image Effects/Cinematic/Bloom");
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}
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return this.m_Shader;
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}
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}
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// Token: 0x17000024 RID: 36
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// (get) Token: 0x06000053 RID: 83 RVA: 0x00003824 File Offset: 0x00001C24
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public Material material
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{
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get
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{
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if (this.m_Material == null)
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{
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this.m_Material = ImageEffectHelper.CheckShaderAndCreateMaterial(this.shader);
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}
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return this.m_Material;
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}
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}
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// Token: 0x06000054 RID: 84 RVA: 0x0000384E File Offset: 0x00001C4E
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private void OnEnable()
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{
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if (!ImageEffectHelper.IsSupported(this.shader, true, false, this))
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{
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base.enabled = false;
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}
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}
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// Token: 0x06000055 RID: 85 RVA: 0x0000386A File Offset: 0x00001C6A
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private void OnDisable()
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{
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if (this.m_Material != null)
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{
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global::UnityEngine.Object.DestroyImmediate(this.m_Material);
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}
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this.m_Material = null;
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}
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// Token: 0x06000056 RID: 86 RVA: 0x00003890 File Offset: 0x00001C90
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private void OnRenderImage(RenderTexture source, RenderTexture destination)
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{
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bool isMobilePlatform = Application.isMobilePlatform;
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int num = source.width;
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int num2 = source.height;
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if (!this.settings.highQuality)
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{
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num /= 2;
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num2 /= 2;
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}
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RenderTextureFormat renderTextureFormat = ((!isMobilePlatform) ? RenderTextureFormat.DefaultHDR : RenderTextureFormat.Default);
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float num3 = Mathf.Log((float)num2, 2f) + this.settings.radius - 8f;
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int num4 = (int)num3;
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int num5 = Mathf.Clamp(num4, 1, 16);
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float thresholdLinear = this.settings.thresholdLinear;
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this.material.SetFloat("_Threshold", thresholdLinear);
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float num6 = thresholdLinear * 0.5f + 1E-05f;
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Vector3 vector = new Vector3(thresholdLinear - num6, num6 * 2f, 0.25f / num6);
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this.material.SetVector("_Curve", vector);
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bool flag = !this.settings.highQuality && this.settings.antiFlicker;
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this.material.SetFloat("_PrefilterOffs", (!flag) ? 0f : (-0.5f));
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this.material.SetFloat("_SampleScale", 0.5f + num3 - (float)num4);
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this.material.SetFloat("_Intensity", Mathf.Max(0f, this.settings.intensity));
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if (this.settings.highQuality)
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{
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this.material.EnableKeyword("HIGH_QUALITY");
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}
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else
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{
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this.material.DisableKeyword("HIGH_QUALITY");
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}
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if (this.settings.antiFlicker)
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{
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this.material.EnableKeyword("ANTI_FLICKER");
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}
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else
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{
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this.material.DisableKeyword("ANTI_FLICKER");
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}
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RenderTexture temporary = RenderTexture.GetTemporary(num, num2, 0, renderTextureFormat);
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Graphics.Blit(source, temporary, this.material, 0);
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RenderTexture renderTexture = temporary;
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for (int i = 0; i < num5; i++)
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{
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this.m_blurBuffer1[i] = RenderTexture.GetTemporary(renderTexture.width / 2, renderTexture.height / 2, 0, renderTextureFormat);
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Graphics.Blit(renderTexture, this.m_blurBuffer1[i], this.material, (i != 0) ? 2 : 1);
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renderTexture = this.m_blurBuffer1[i];
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}
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for (int j = num5 - 2; j >= 0; j--)
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{
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RenderTexture renderTexture2 = this.m_blurBuffer1[j];
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this.material.SetTexture("_BaseTex", renderTexture2);
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this.m_blurBuffer2[j] = RenderTexture.GetTemporary(renderTexture2.width, renderTexture2.height, 0, renderTextureFormat);
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Graphics.Blit(renderTexture, this.m_blurBuffer2[j], this.material, 3);
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renderTexture = this.m_blurBuffer2[j];
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}
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this.material.SetTexture("_BaseTex", source);
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Graphics.Blit(renderTexture, destination, this.material, 4);
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for (int k = 0; k < 16; k++)
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{
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if (this.m_blurBuffer1[k] != null)
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{
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RenderTexture.ReleaseTemporary(this.m_blurBuffer1[k]);
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}
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if (this.m_blurBuffer2[k] != null)
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{
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RenderTexture.ReleaseTemporary(this.m_blurBuffer2[k]);
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}
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this.m_blurBuffer1[k] = null;
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this.m_blurBuffer2[k] = null;
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}
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RenderTexture.ReleaseTemporary(temporary);
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}
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// Token: 0x04000065 RID: 101
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[SerializeField]
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public Bloom.Settings settings = Bloom.Settings.defaultSettings;
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// Token: 0x04000066 RID: 102
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[SerializeField]
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[HideInInspector]
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private Shader m_Shader;
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// Token: 0x04000067 RID: 103
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private Material m_Material;
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// Token: 0x04000068 RID: 104
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private const int kMaxIterations = 16;
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// Token: 0x04000069 RID: 105
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private RenderTexture[] m_blurBuffer1 = new RenderTexture[16];
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// Token: 0x0400006A RID: 106
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private RenderTexture[] m_blurBuffer2 = new RenderTexture[16];
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// Token: 0x0200001B RID: 27
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[Serializable]
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public struct Settings
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{
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// Token: 0x17000025 RID: 37
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// (get) Token: 0x06000058 RID: 88 RVA: 0x00003BF7 File Offset: 0x00001FF7
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// (set) Token: 0x06000057 RID: 87 RVA: 0x00003BEE File Offset: 0x00001FEE
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public float thresholdGamma
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{
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get
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{
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return Mathf.Max(0f, this.threshold);
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}
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set
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{
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this.threshold = value;
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}
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}
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// Token: 0x17000026 RID: 38
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// (get) Token: 0x0600005A RID: 90 RVA: 0x00003C17 File Offset: 0x00002017
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// (set) Token: 0x06000059 RID: 89 RVA: 0x00003C09 File Offset: 0x00002009
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public float thresholdLinear
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{
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get
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{
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return Mathf.GammaToLinearSpace(this.thresholdGamma);
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}
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set
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{
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this.threshold = Mathf.LinearToGammaSpace(value);
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}
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}
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// Token: 0x17000027 RID: 39
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// (get) Token: 0x0600005B RID: 91 RVA: 0x00003C24 File Offset: 0x00002024
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public static Bloom.Settings defaultSettings
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{
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get
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{
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return new Bloom.Settings
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{
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threshold = 0.9f,
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radius = 2f,
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intensity = 0.7f,
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highQuality = true,
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antiFlicker = false
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};
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}
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}
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// Token: 0x0400006B RID: 107
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[SerializeField]
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[Tooltip("Filters out pixels under this level of brightness.")]
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public float threshold;
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// Token: 0x0400006C RID: 108
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[SerializeField]
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[Range(1f, 7f)]
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[Tooltip("Changes extent of veiling effects in a screen resolution-independent fashion.")]
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public float radius;
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// Token: 0x0400006D RID: 109
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[SerializeField]
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[Tooltip("Blend factor of the result image.")]
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public float intensity;
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// Token: 0x0400006E RID: 110
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[SerializeField]
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[Tooltip("Controls filter quality and buffer resolution.")]
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public bool highQuality;
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// Token: 0x0400006F RID: 111
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[SerializeField]
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[Tooltip("Reduces flashing noise with an additional filter.")]
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public bool antiFlicker;
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}
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}
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}
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