Files
Jan2021-Cpp2Il-Dump/Assembly-CSharp/AmplifyOcclusionPostProcessing.cs
T
2026-04-08 23:40:05 +02:00

267 lines
9.6 KiB
C#

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;
}