using System; using System.Runtime.InteropServices; using Cpp2IlInjected; using UnityEngine; using UnityEngine.Rendering.PostProcessing; // Token: 0x0200075E RID: 1886 [Token(Token = "0x200075E")] [PostProcess(typeof(LGHFFIOCGFP), PostProcessEvent.BeforeStack, "AmplifyCreations/AmplifyOcclusion", true)] [Serializable] [StructLayout(3)] public sealed class AmplifyOcclusionPostProcessing : PostProcessEffectSettings { // Token: 0x06003675 RID: 13941 RVA: 0x000E3DB8 File Offset: 0x000E1FB8 [Token(Token = "0x6003675")] [Address(RVA = "0xFFB280", Offset = "0xFF9C80", VA = "0x180FFB280", Slot = "4")] public override bool IsEnabledAndSupported(PostProcessRenderContext LHOMKMINCHH) { if (Application.isPlaying) { } BoolParameter enabled = this.enabled; throw new NullReferenceException(); } // Token: 0x06003676 RID: 13942 RVA: 0x000E3DE0 File Offset: 0x000E1FE0 [Token(Token = "0x6003676")] [Address(RVA = "0xFFB2C0", Offset = "0xFF9CC0", VA = "0x180FFB2C0")] public AmplifyOcclusionPostProcessing() { ApplicationMethodParameter applicationMethodParameter = new ApplicationMethodParameter(); this.ApplyMethod = applicationMethodParameter; SampleCountLevelParameter sampleCountLevelParameter = new SampleCountLevelParameter(); this.SampleCount = sampleCountLevelParameter; PerPixelNormalSourceParameter perPixelNormalSourceParameter = new PerPixelNormalSourceParameter(); this.PerPixelNormals = perPixelNormalSourceParameter; FloatParameter floatParameter = new FloatParameter(); this.Intensity = floatParameter; ColorParameter colorParameter = new ColorParameter(); Color black = Color.black; this.Tint = colorParameter; FloatParameter floatParameter2 = new FloatParameter(); this.Radius = floatParameter2; FloatParameter floatParameter3 = new FloatParameter(); this.PowerExponent = floatParameter3; FloatParameter floatParameter4 = new FloatParameter(); this.Bias = floatParameter4; FloatParameter floatParameter5 = new FloatParameter(); this.Thickness = floatParameter5; BoolParameter boolParameter = new BoolParameter(); this.Downsample = boolParameter; BoolParameter boolParameter2 = new BoolParameter(); this.CacheAware = boolParameter2; BoolParameter boolParameter3 = new BoolParameter(); this.FadeEnabled = boolParameter3; FloatParameter floatParameter6 = new FloatParameter(); this.FadeStart = floatParameter6; FloatParameter floatParameter7 = new FloatParameter(); this.FadeLength = floatParameter7; FloatParameter floatParameter8 = new FloatParameter(); this.FadeToIntensity = floatParameter8; ColorParameter colorParameter2 = new ColorParameter(); Color black2 = Color.black; this.FadeToTint = colorParameter2; FloatParameter floatParameter9 = new FloatParameter(); this.FadeToRadius = floatParameter9; FloatParameter floatParameter10 = new FloatParameter(); this.FadeToPowerExponent = floatParameter10; FloatParameter floatParameter11 = new FloatParameter(); this.FadeToThickness = floatParameter11; BoolParameter boolParameter4 = new BoolParameter(); this.BlurEnabled = boolParameter4; IntParameter intParameter = new IntParameter(); this.BlurRadius = intParameter; IntParameter intParameter2 = new IntParameter(); this.BlurPasses = intParameter2; FloatParameter floatParameter12 = new FloatParameter(); this.BlurSharpness = floatParameter12; BoolParameter boolParameter5 = new BoolParameter(); this.FilterEnabled = boolParameter5; BoolParameter boolParameter6 = new BoolParameter(); this.FilterDownsample = boolParameter6; FloatParameter floatParameter13 = new FloatParameter(); this.FilterBlending = floatParameter13; FloatParameter floatParameter14 = new FloatParameter(); this.FilterResponse = floatParameter14; base..ctor(); } // Token: 0x04002E7F RID: 11903 [global::Cpp2IlInjected.FieldOffset(Offset = "0x30")] [Token(Token = "0x4002E7F")] [Tooltip("How to inject the occlusion: Post Effect = Overlay, Debug - Vizualize.")] [Header("Ambient Occlusion")] public ApplicationMethodParameter ApplyMethod; // Token: 0x04002E80 RID: 11904 [global::Cpp2IlInjected.FieldOffset(Offset = "0x38")] [Token(Token = "0x4002E80")] [Tooltip("Number of samples per pass.")] public SampleCountLevelParameter SampleCount; // Token: 0x04002E81 RID: 11905 [global::Cpp2IlInjected.FieldOffset(Offset = "0x40")] [Token(Token = "0x4002E81")] [Tooltip("Source of per-pixel normals: None = All, GBuffer = Deferred.")] public PerPixelNormalSourceParameter PerPixelNormals; // Token: 0x04002E82 RID: 11906 [global::Cpp2IlInjected.FieldOffset(Offset = "0x48")] [Token(Token = "0x4002E82")] [Range(0f, 1f)] [Tooltip("Final applied intensity of the occlusion effect.")] public FloatParameter Intensity; // Token: 0x04002E83 RID: 11907 [global::Cpp2IlInjected.FieldOffset(Offset = "0x50")] [Token(Token = "0x4002E83")] [Tooltip("Color tint for occlusion.")] public ColorParameter Tint; // Token: 0x04002E84 RID: 11908 [global::Cpp2IlInjected.FieldOffset(Offset = "0x58")] [Token(Token = "0x4002E84")] [Range(0f, 32f)] [Tooltip("Radius spread of the occlusion.")] public FloatParameter Radius; // Token: 0x04002E85 RID: 11909 [global::Cpp2IlInjected.FieldOffset(Offset = "0x60")] [Token(Token = "0x4002E85")] [Range(0f, 16f)] [Tooltip("Power exponent attenuation of the occlusion.")] public FloatParameter PowerExponent; // Token: 0x04002E86 RID: 11910 [global::Cpp2IlInjected.FieldOffset(Offset = "0x68")] [Token(Token = "0x4002E86")] [Range(0f, 0.99f)] [Tooltip("Controls the initial occlusion contribution offset.")] public FloatParameter Bias; // Token: 0x04002E87 RID: 11911 [global::Cpp2IlInjected.FieldOffset(Offset = "0x70")] [Token(Token = "0x4002E87")] [Range(0f, 1f)] [Tooltip("Controls the thickness occlusion contribution.")] public FloatParameter Thickness; // Token: 0x04002E88 RID: 11912 [global::Cpp2IlInjected.FieldOffset(Offset = "0x78")] [Token(Token = "0x4002E88")] [Tooltip("Compute the Occlusion and Blur at half of the resolution.")] public BoolParameter Downsample; // Token: 0x04002E89 RID: 11913 [global::Cpp2IlInjected.FieldOffset(Offset = "0x80")] [Token(Token = "0x4002E89")] [Tooltip("Cache optimization for best performance / quality tradeoff.")] public BoolParameter CacheAware; // Token: 0x04002E8A RID: 11914 [global::Cpp2IlInjected.FieldOffset(Offset = "0x88")] [Token(Token = "0x4002E8A")] [Header("Distance Fade")] [Tooltip("Control parameters at faraway.")] public BoolParameter FadeEnabled; // Token: 0x04002E8B RID: 11915 [global::Cpp2IlInjected.FieldOffset(Offset = "0x90")] [Token(Token = "0x4002E8B")] [Tooltip("Distance in Unity unities that start to fade.")] public FloatParameter FadeStart; // Token: 0x04002E8C RID: 11916 [global::Cpp2IlInjected.FieldOffset(Offset = "0x98")] [Token(Token = "0x4002E8C")] [Tooltip("Length distance to performe the transition.")] public FloatParameter FadeLength; // Token: 0x04002E8D RID: 11917 [global::Cpp2IlInjected.FieldOffset(Offset = "0xA0")] [Token(Token = "0x4002E8D")] [Tooltip("Final Intensity parameter.")] [Range(0f, 1f)] public FloatParameter FadeToIntensity; // Token: 0x04002E8E RID: 11918 [global::Cpp2IlInjected.FieldOffset(Offset = "0xA8")] [Token(Token = "0x4002E8E")] public ColorParameter FadeToTint; // Token: 0x04002E8F RID: 11919 [global::Cpp2IlInjected.FieldOffset(Offset = "0xB0")] [Token(Token = "0x4002E8F")] [Tooltip("Final Radius parameter.")] [Range(0f, 32f)] public FloatParameter FadeToRadius; // Token: 0x04002E90 RID: 11920 [global::Cpp2IlInjected.FieldOffset(Offset = "0xB8")] [Token(Token = "0x4002E90")] [Tooltip("Final PowerExponent parameter.")] [Range(0f, 16f)] public FloatParameter FadeToPowerExponent; // Token: 0x04002E91 RID: 11921 [global::Cpp2IlInjected.FieldOffset(Offset = "0xC0")] [Token(Token = "0x4002E91")] [Tooltip("Final Thickness parameter.")] [Range(0f, 1f)] public FloatParameter FadeToThickness; // Token: 0x04002E92 RID: 11922 [global::Cpp2IlInjected.FieldOffset(Offset = "0xC8")] [Token(Token = "0x4002E92")] [Header("Bilateral Blur")] public BoolParameter BlurEnabled; // Token: 0x04002E93 RID: 11923 [global::Cpp2IlInjected.FieldOffset(Offset = "0xD0")] [Token(Token = "0x4002E93")] [Range(1f, 4f)] [Tooltip("Radius in screen pixels.")] public IntParameter BlurRadius; // Token: 0x04002E94 RID: 11924 [global::Cpp2IlInjected.FieldOffset(Offset = "0xD8")] [Token(Token = "0x4002E94")] [Range(1f, 4f)] [Tooltip("Number of times that the Blur will repeat.")] public IntParameter BlurPasses; // Token: 0x04002E95 RID: 11925 [global::Cpp2IlInjected.FieldOffset(Offset = "0xE0")] [Token(Token = "0x4002E95")] [Range(0f, 20f)] [Tooltip("Sharpness of blur edge-detection: 0 = Softer Edges, 20 = Sharper Edges.")] public FloatParameter BlurSharpness; // Token: 0x04002E96 RID: 11926 [global::Cpp2IlInjected.FieldOffset(Offset = "0xE8")] [Token(Token = "0x4002E96")] [Tooltip("Accumulates the effect over the time.")] [Header("Temporal Filter")] public BoolParameter FilterEnabled; // Token: 0x04002E97 RID: 11927 [global::Cpp2IlInjected.FieldOffset(Offset = "0xF0")] [Token(Token = "0x4002E97")] public BoolParameter FilterDownsample; // Token: 0x04002E98 RID: 11928 [global::Cpp2IlInjected.FieldOffset(Offset = "0xF8")] [Token(Token = "0x4002E98")] [Range(0f, 1f)] [Tooltip("Controls the accumulation decayment: 0 = More flicker with less ghosting, 1 = Less flicker with more ghosting.")] public FloatParameter FilterBlending; // Token: 0x04002E99 RID: 11929 [global::Cpp2IlInjected.FieldOffset(Offset = "0x100")] [Token(Token = "0x4002E99")] [Range(0f, 1f)] [Tooltip("Controls the discard sensitivity based on the motion of the scene and objects.")] public FloatParameter FilterResponse; }