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TweakMode34 | tweakMode = 0 |
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BloomScreenBlendMode | screenBlendMode = BloomScreenBlendMode.Add |
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HDRBloomMode | hdr = HDRBloomMode.Auto |
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float | sepBlurSpread = 1.5f |
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float | useSrcAlphaAsMask = 0.5f |
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float | bloomIntensity = 1.0f |
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float | bloomThreshold = 0.5f |
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int | bloomBlurIterations = 2 |
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bool | lensflares = false |
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int | hollywoodFlareBlurIterations = 2 |
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LensflareStyle34 | lensflareMode = (LensflareStyle34)1 |
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float | hollyStretchWidth = 3.5f |
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float | lensflareIntensity = 1.0f |
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float | lensflareThreshold = 0.3f |
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Color | flareColorA = new Color(0.4f, 0.4f, 0.8f, 0.75f) |
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Color | flareColorB = new Color(0.4f, 0.8f, 0.8f, 0.75f) |
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Color | flareColorC = new Color(0.8f, 0.4f, 0.8f, 0.75f) |
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Color | flareColorD = new Color(0.8f, 0.4f, 0.0f, 0.75f) |
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Texture2D | lensFlareVignetteMask |
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Shader | lensFlareShader |
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Shader | vignetteShader |
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Shader | separableBlurShader |
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Shader | addBrightStuffOneOneShader |
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Shader | screenBlendShader |
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Shader | hollywoodFlaresShader |
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Shader | brightPassFilterShader |
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void | OnRenderImage (RenderTexture source, RenderTexture destination) |
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void | AddTo (float intensity_, RenderTexture from, RenderTexture to) |
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void | BlendFlares (RenderTexture from, RenderTexture to) |
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void | BrightFilter (float thresh, float useAlphaAsMask, RenderTexture from, RenderTexture to) |
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void | Vignette (float amount, RenderTexture from, RenderTexture to) |
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Definition at line 35 of file BloomAndFlares.cs.
void UnityStandardAssets.ImageEffects.BloomAndFlares.AddTo |
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float |
intensity_, |
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RenderTexture |
from, |
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RenderTexture |
to |
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) |
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private |
void UnityStandardAssets.ImageEffects.BloomAndFlares.BlendFlares |
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RenderTexture |
from, |
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RenderTexture |
to |
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) |
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private |
void UnityStandardAssets.ImageEffects.BloomAndFlares.BrightFilter |
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float |
thresh, |
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float |
useAlphaAsMask, |
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RenderTexture |
from, |
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RenderTexture |
to |
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) |
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private |
override bool UnityStandardAssets.ImageEffects.BloomAndFlares.CheckResources |
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| ) |
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virtual |
void UnityStandardAssets.ImageEffects.BloomAndFlares.OnRenderImage |
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RenderTexture |
source, |
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RenderTexture |
destination |
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) |
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private |
void UnityStandardAssets.ImageEffects.BloomAndFlares.Vignette |
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float |
amount, |
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RenderTexture |
from, |
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RenderTexture |
to |
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) |
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private |
Material UnityStandardAssets.ImageEffects.BloomAndFlares.addBrightStuffBlendOneOneMaterial |
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private |
Shader UnityStandardAssets.ImageEffects.BloomAndFlares.addBrightStuffOneOneShader |
int UnityStandardAssets.ImageEffects.BloomAndFlares.bloomBlurIterations = 2 |
float UnityStandardAssets.ImageEffects.BloomAndFlares.bloomIntensity = 1.0f |
float UnityStandardAssets.ImageEffects.BloomAndFlares.bloomThreshold = 0.5f |
Material UnityStandardAssets.ImageEffects.BloomAndFlares.brightPassFilterMaterial |
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private |
Shader UnityStandardAssets.ImageEffects.BloomAndFlares.brightPassFilterShader |
bool UnityStandardAssets.ImageEffects.BloomAndFlares.doHdr = false |
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private |
Color UnityStandardAssets.ImageEffects.BloomAndFlares.flareColorA = new Color(0.4f, 0.4f, 0.8f, 0.75f) |
Color UnityStandardAssets.ImageEffects.BloomAndFlares.flareColorB = new Color(0.4f, 0.8f, 0.8f, 0.75f) |
Color UnityStandardAssets.ImageEffects.BloomAndFlares.flareColorC = new Color(0.8f, 0.4f, 0.8f, 0.75f) |
Color UnityStandardAssets.ImageEffects.BloomAndFlares.flareColorD = new Color(0.8f, 0.4f, 0.0f, 0.75f) |
float UnityStandardAssets.ImageEffects.BloomAndFlares.hollyStretchWidth = 3.5f |
int UnityStandardAssets.ImageEffects.BloomAndFlares.hollywoodFlareBlurIterations = 2 |
Material UnityStandardAssets.ImageEffects.BloomAndFlares.hollywoodFlaresMaterial |
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private |
Shader UnityStandardAssets.ImageEffects.BloomAndFlares.hollywoodFlaresShader |
float UnityStandardAssets.ImageEffects.BloomAndFlares.lensflareIntensity = 1.0f |
Material UnityStandardAssets.ImageEffects.BloomAndFlares.lensFlareMaterial |
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private |
bool UnityStandardAssets.ImageEffects.BloomAndFlares.lensflares = false |
Shader UnityStandardAssets.ImageEffects.BloomAndFlares.lensFlareShader |
float UnityStandardAssets.ImageEffects.BloomAndFlares.lensflareThreshold = 0.3f |
Texture2D UnityStandardAssets.ImageEffects.BloomAndFlares.lensFlareVignetteMask |
Material UnityStandardAssets.ImageEffects.BloomAndFlares.screenBlend |
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private |
Shader UnityStandardAssets.ImageEffects.BloomAndFlares.screenBlendShader |
Material UnityStandardAssets.ImageEffects.BloomAndFlares.separableBlurMaterial |
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private |
Shader UnityStandardAssets.ImageEffects.BloomAndFlares.separableBlurShader |
float UnityStandardAssets.ImageEffects.BloomAndFlares.sepBlurSpread = 1.5f |
TweakMode34 UnityStandardAssets.ImageEffects.BloomAndFlares.tweakMode = 0 |
float UnityStandardAssets.ImageEffects.BloomAndFlares.useSrcAlphaAsMask = 0.5f |
Material UnityStandardAssets.ImageEffects.BloomAndFlares.vignetteMaterial |
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private |
Shader UnityStandardAssets.ImageEffects.BloomAndFlares.vignetteShader |
The documentation for this class was generated from the following file: