Files
NobetaSource/Cpp2IL/Assembly-CSharp/UnityEngine/PostProcessing/EyeAdaptationModel.cs
2023-09-06 22:09:22 +02:00

158 lines
5.3 KiB
C#

using System;
using Cpp2IlInjected;
namespace UnityEngine.PostProcessing
{
// Token: 0x02000561 RID: 1377
[Token(Token = "0x2000561")]
[Serializable]
public class EyeAdaptationModel : PostProcessingModel
{
// Token: 0x17000352 RID: 850
// (get) Token: 0x06002DF1 RID: 11761 RVA: 0x000020D3 File Offset: 0x000002D3
// (set) Token: 0x06002DF2 RID: 11762 RVA: 0x000020D3 File Offset: 0x000002D3
[Token(Token = "0x17000352")]
public EyeAdaptationModel.Settings settings
{
[Token(Token = "0x6002DF1")]
[Address(RVA = "0xA9A0A0", Offset = "0xA988A0", VA = "0x180A9A0A0")]
get
{
throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method.");
}
[Token(Token = "0x6002DF2")]
[Address(RVA = "0xA9A0D0", Offset = "0xA988D0", VA = "0x180A9A0D0")]
set
{
throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method.");
}
}
// Token: 0x06002DF3 RID: 11763 RVA: 0x000020D3 File Offset: 0x000002D3
[Token(Token = "0x6002DF3")]
[Address(RVA = "0xA9A010", Offset = "0xA98810", VA = "0x180A9A010", Slot = "4")]
public override void Reset()
{
throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method.");
}
// Token: 0x06002DF4 RID: 11764 RVA: 0x000020D3 File Offset: 0x000002D3
[Token(Token = "0x6002DF4")]
[Address(RVA = "0xA9A050", Offset = "0xA98850", VA = "0x180A9A050")]
public EyeAdaptationModel()
{
throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method.");
}
// Token: 0x040036C9 RID: 14025
[FieldOffset(Offset = "0x18")]
[Token(Token = "0x40036C9")]
[SerializeField]
private EyeAdaptationModel.Settings m_Settings;
// Token: 0x02000562 RID: 1378
[Token(Token = "0x2000562")]
public enum EyeAdaptationType
{
// Token: 0x040036CB RID: 14027
[Token(Token = "0x40036CB")]
Progressive,
// Token: 0x040036CC RID: 14028
[Token(Token = "0x40036CC")]
Fixed
}
// Token: 0x02000563 RID: 1379
[Token(Token = "0x2000563")]
[Serializable]
public struct Settings
{
// Token: 0x17000353 RID: 851
// (get) Token: 0x06002DF5 RID: 11765 RVA: 0x000020D3 File Offset: 0x000002D3
[Token(Token = "0x17000353")]
public static EyeAdaptationModel.Settings defaultSettings
{
[Token(Token = "0x6002DF5")]
[Address(RVA = "0x6702A0", Offset = "0x66EAA0", VA = "0x1806702A0")]
get
{
throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method.");
}
}
// Token: 0x040036CD RID: 14029
[FieldOffset(Offset = "0x0")]
[Token(Token = "0x40036CD")]
[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.")]
[Range(1f, 99f)]
public float lowPercent;
// Token: 0x040036CE RID: 14030
[FieldOffset(Offset = "0x4")]
[Token(Token = "0x40036CE")]
[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.")]
[Range(1f, 99f)]
public float highPercent;
// Token: 0x040036CF RID: 14031
[FieldOffset(Offset = "0x8")]
[Token(Token = "0x40036CF")]
[Tooltip("Minimum average luminance to consider for auto exposure (in EV).")]
public float minLuminance;
// Token: 0x040036D0 RID: 14032
[FieldOffset(Offset = "0xC")]
[Token(Token = "0x40036D0")]
[Tooltip("Maximum average luminance to consider for auto exposure (in EV).")]
public float maxLuminance;
// Token: 0x040036D1 RID: 14033
[FieldOffset(Offset = "0x10")]
[Token(Token = "0x40036D1")]
[Min(0f)]
[Tooltip("Exposure bias. Use this to offset the global exposure of the scene.")]
public float keyValue;
// Token: 0x040036D2 RID: 14034
[FieldOffset(Offset = "0x14")]
[Token(Token = "0x40036D2")]
[Tooltip("Set this to true to let Unity handle the key value automatically based on average luminance.")]
public bool dynamicKeyValue;
// Token: 0x040036D3 RID: 14035
[FieldOffset(Offset = "0x18")]
[Token(Token = "0x40036D3")]
[Tooltip("Use \"Progressive\" if you want the auto exposure to be animated. Use \"Fixed\" otherwise.")]
public EyeAdaptationModel.EyeAdaptationType adaptationType;
// Token: 0x040036D4 RID: 14036
[FieldOffset(Offset = "0x1C")]
[Token(Token = "0x40036D4")]
[Min(0f)]
[Tooltip("Adaptation speed from a dark to a light environment.")]
public float speedUp;
// Token: 0x040036D5 RID: 14037
[FieldOffset(Offset = "0x20")]
[Token(Token = "0x40036D5")]
[Tooltip("Adaptation speed from a light to a dark environment.")]
[Min(0f)]
public float speedDown;
// Token: 0x040036D6 RID: 14038
[FieldOffset(Offset = "0x24")]
[Token(Token = "0x40036D6")]
[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: 0x040036D7 RID: 14039
[FieldOffset(Offset = "0x28")]
[Token(Token = "0x40036D7")]
[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;
}
}
}