Add v1.0.3.1

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2023-09-06 22:00:49 +02:00
commit 3aebbbf8f0
2051 changed files with 757425 additions and 0 deletions

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using System;
using Cpp2IlInjected;
namespace UnityEngine.PostProcessing
{
// Token: 0x02000558 RID: 1368
[Token(Token = "0x2000558")]
[Serializable]
public class EyeAdaptationModel : PostProcessingModel
{
// Token: 0x17000358 RID: 856
// (get) Token: 0x06002DBF RID: 11711 RVA: 0x000020D3 File Offset: 0x000002D3
// (set) Token: 0x06002DC0 RID: 11712 RVA: 0x000020D3 File Offset: 0x000002D3
[Token(Token = "0x17000358")]
public EyeAdaptationModel.Settings settings
{
[Token(Token = "0x6002DBF")]
[Address(RVA = "0xA6AAE0", Offset = "0xA698E0", VA = "0x180A6AAE0")]
get
{
throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method.");
}
[Token(Token = "0x6002DC0")]
[Address(RVA = "0xA6AB10", Offset = "0xA69910", VA = "0x180A6AB10")]
set
{
throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method.");
}
}
// Token: 0x06002DC1 RID: 11713 RVA: 0x000020D3 File Offset: 0x000002D3
[Token(Token = "0x6002DC1")]
[Address(RVA = "0xA6AA50", Offset = "0xA69850", VA = "0x180A6AA50", Slot = "4")]
public override void Reset()
{
throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method.");
}
// Token: 0x06002DC2 RID: 11714 RVA: 0x000020D3 File Offset: 0x000002D3
[Token(Token = "0x6002DC2")]
[Address(RVA = "0xA6AA90", Offset = "0xA69890", VA = "0x180A6AA90")]
public EyeAdaptationModel()
{
throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method.");
}
// Token: 0x04003687 RID: 13959
[FieldOffset(Offset = "0x18")]
[Token(Token = "0x4003687")]
[SerializeField]
private EyeAdaptationModel.Settings m_Settings;
// Token: 0x02000559 RID: 1369
[Token(Token = "0x2000559")]
public enum EyeAdaptationType
{
// Token: 0x04003689 RID: 13961
[Token(Token = "0x4003689")]
Progressive,
// Token: 0x0400368A RID: 13962
[Token(Token = "0x400368A")]
Fixed
}
// Token: 0x0200055A RID: 1370
[Token(Token = "0x200055A")]
[Serializable]
public struct Settings
{
// Token: 0x17000359 RID: 857
// (get) Token: 0x06002DC3 RID: 11715 RVA: 0x000020D3 File Offset: 0x000002D3
[Token(Token = "0x17000359")]
public static EyeAdaptationModel.Settings defaultSettings
{
[Token(Token = "0x6002DC3")]
[Address(RVA = "0x5FD5D0", Offset = "0x5FC3D0", VA = "0x1805FD5D0")]
get
{
throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method.");
}
}
// Token: 0x0400368B RID: 13963
[FieldOffset(Offset = "0x0")]
[Token(Token = "0x400368B")]
[Range(1f, 99f)]
[Tooltip("Filters the dark part of the histogram when computing the average luminance to avoid very dark pixels from contributing to the auto exposure. Unit is in percent.")]
public float lowPercent;
// Token: 0x0400368C RID: 13964
[FieldOffset(Offset = "0x4")]
[Token(Token = "0x400368C")]
[Range(1f, 99f)]
[Tooltip("Filters the bright part of the histogram when computing the average luminance to avoid very dark pixels from contributing to the auto exposure. Unit is in percent.")]
public float highPercent;
// Token: 0x0400368D RID: 13965
[FieldOffset(Offset = "0x8")]
[Token(Token = "0x400368D")]
[Tooltip("Minimum average luminance to consider for auto exposure (in EV).")]
public float minLuminance;
// Token: 0x0400368E RID: 13966
[FieldOffset(Offset = "0xC")]
[Token(Token = "0x400368E")]
[Tooltip("Maximum average luminance to consider for auto exposure (in EV).")]
public float maxLuminance;
// Token: 0x0400368F RID: 13967
[FieldOffset(Offset = "0x10")]
[Token(Token = "0x400368F")]
[Min(0f)]
[Tooltip("Exposure bias. Use this to offset the global exposure of the scene.")]
public float keyValue;
// Token: 0x04003690 RID: 13968
[FieldOffset(Offset = "0x14")]
[Token(Token = "0x4003690")]
[Tooltip("Set this to true to let Unity handle the key value automatically based on average luminance.")]
public bool dynamicKeyValue;
// Token: 0x04003691 RID: 13969
[FieldOffset(Offset = "0x18")]
[Token(Token = "0x4003691")]
[Tooltip("Use \"Progressive\" if you want the auto exposure to be animated. Use \"Fixed\" otherwise.")]
public EyeAdaptationModel.EyeAdaptationType adaptationType;
// Token: 0x04003692 RID: 13970
[FieldOffset(Offset = "0x1C")]
[Token(Token = "0x4003692")]
[Min(0f)]
[Tooltip("Adaptation speed from a dark to a light environment.")]
public float speedUp;
// Token: 0x04003693 RID: 13971
[FieldOffset(Offset = "0x20")]
[Token(Token = "0x4003693")]
[Min(0f)]
[Tooltip("Adaptation speed from a light to a dark environment.")]
public float speedDown;
// Token: 0x04003694 RID: 13972
[FieldOffset(Offset = "0x24")]
[Token(Token = "0x4003694")]
[Tooltip("Lower bound for the brightness range of the generated histogram (in EV). The bigger the spread between min & max, the lower the precision will be.")]
[Range(-16f, -1f)]
public int logMin;
// Token: 0x04003695 RID: 13973
[FieldOffset(Offset = "0x28")]
[Token(Token = "0x4003695")]
[Tooltip("Upper bound for the brightness range of the generated histogram (in EV). The bigger the spread between min & max, the lower the precision will be.")]
[Range(1f, 16f)]
public int logMax;
}
}
}