using System; using UnityEngine; namespace BeautifyEffect { [CreateAssetMenu(fileName = "BeautifyProfile", menuName = "Beautify Profile", order = 101)] public class BeautifyProfile : ScriptableObject { [Range(0f, 0.2f)] public float dither = 0.02f; [Range(0f, 1f)] public float ditherDepth; [Range(0f, 1f)] public float sharpenMinDepth; [Range(0f, 1.1f)] public float sharpenMaxDepth = 0.999f; [Range(0f, 15f)] public float sharpen = 2f; [Range(0f, 0.05f)] public float sharpenDepthThreshold = 0.035f; public Color tintColor = new Color(1f, 1f, 1f, 0f); [Range(0f, 0.2f)] public float sharpenRelaxation = 0.08f; [Range(0f, 1f)] public float sharpenClamp = 0.45f; [Range(0f, 1f)] public float sharpenMotionSensibility = 0.5f; [Range(0f, 20f)] public float antialiasStrength = 5f; [Range(0f, 0.05f)] public float antialiasDepthThreshold = 0.001f; [Range(-2f, 3f)] public float saturate = 1f; [Range(0.5f, 1.5f)] public float contrast = 1.02f; [Range(0f, 2f)] public float brightness = 1.05f; [Range(0f, 2f)] public float daltonize; public bool vignetting; public Color vignettingColor = new Color(0.3f, 0.3f, 0.3f, 0.05f); public float vignettingFade; public bool vignettingCircularShape; public float vignettingAspectRatio = 1f; [Range(0f, 1f)] public float vignettingBlink; public Texture2D vignettingMask; public bool frame; public Color frameColor = new Color(1f, 1f, 1f, 0.047f); public Texture2D frameMask; public bool lut; [Range(0f, 1f)] public float lutIntensity = 1f; public Texture2D lutTexture; public bool nightVision; public Color nightVisionColor = new Color(0.5f, 1f, 0.5f, 0.5f); public bool outline; public Color outlineColor = new Color(0f, 0f, 0f, 0.8f); public bool thermalVision; public bool lensDirt; [Range(0f, 1f)] public float lensDirtThreshold = 0.5f; [Range(0f, 1f)] public float lensDirtIntensity = 0.9f; public Texture2D lensDirtTexture; public bool bloom; public LayerMask bloomCullingMask = 0; [Range(1f, 4f)] public float bloomLayerMaskDownsampling = 1f; [Range(0f, 10f)] public float bloomIntensity = 1f; public float bloomMaxBrightness = 1000f; [Range(0f, 3f)] public float bloomBoost0; [Range(0f, 3f)] public float bloomBoost1; [Range(0f, 3f)] public float bloomBoost2; [Range(0f, 3f)] public float bloomBoost3; [Range(0f, 3f)] public float bloomBoost4; [Range(0f, 3f)] public float bloomBoost5; public bool bloomAntiflicker; public bool bloomUltra; [Range(0f, 5f)] public float bloomThreshold = 0.75f; public bool bloomCustomize; [Range(0f, 1f)] public float bloomWeight0 = 0.5f; [Range(0f, 1f)] public float bloomWeight1 = 0.5f; [Range(0f, 1f)] public float bloomWeight2 = 0.5f; [Range(0f, 1f)] public float bloomWeight3 = 0.5f; [Range(0f, 1f)] public float bloomWeight4 = 0.5f; [Range(0f, 1f)] public float bloomWeight5 = 0.5f; public bool bloomBlur = true; [Range(0f, 1f)] public float bloomDepthAtten; [Range(-1f, 1f)] public float bloomLayerZBias; public bool anamorphicFlares; [Range(0f, 10f)] public float anamorphicFlaresIntensity = 1f; public bool anamorphicFlaresAntiflicker; public bool anamorphicFlaresUltra; [Range(0f, 5f)] public float anamorphicFlaresThreshold = 0.75f; [Range(0.1f, 2f)] public float anamorphicFlaresSpread = 1f; public bool anamorphicFlaresVertical; public Color anamorphicFlaresTint = new Color(0.5f, 0.5f, 1f, 0f); public bool anamorphicFlaresBlur = true; public bool depthOfField; public bool depthOfFieldTransparencySupport; public Transform depthOfFieldTargetFocus; public bool depthOfFieldAutofocus; public Vector2 depthofFieldAutofocusViewportPoint = new Vector2(0.5f, 0.5f); public LayerMask depthOfFieldAutofocusLayerMask = -1; public float depthOfFieldAutofocusMinDistance; public float depthOfFieldAutofocusMaxDistance = 10000f; public LayerMask depthOfFieldExclusionLayerMask = 0; [Range(1f, 4f)] public float depthOfFieldExclusionLayerMaskDownsampling = 1f; [Range(1f, 4f)] public float depthOfFieldTransparencySupportDownsampling = 1f; [Range(0.9f, 1f)] public float depthOfFieldExclusionBias = 0.99f; [Range(1f, 100f)] public float depthOfFieldDistance = 1f; [Range(0.001f, 1f)] public float depthOfFieldFocusSpeed = 1f; [Range(1f, 5f)] public int depthOfFieldDownsampling = 2; [Range(2f, 16f)] public int depthOfFieldMaxSamples = 4; [Range(0.005f, 0.5f)] public float depthOfFieldFocalLength = 0.05f; public float depthOfFieldAperture = 2.8f; public bool depthOfFieldForegroundBlur = true; public bool depthOfFieldForegroundBlurHQ; public float depthOfFieldForegroundDistance = 0.25f; public bool depthOfFieldBokeh = true; [Range(0.5f, 3f)] public float depthOfFieldBokehThreshold = 1f; [Range(0f, 8f)] public float depthOfFieldBokehIntensity = 2f; public float depthOfFieldMaxBrightness = 1000f; public float depthOfFieldMaxDistance = 1f; public FilterMode depthOfFieldFilterMode = FilterMode.Bilinear; public LayerMask depthOfFieldTransparencyLayerMask = -1; public bool eyeAdaptation; [Range(0f, 1f)] public float eyeAdaptationMinExposure = 0.2f; [Range(1f, 100f)] public float eyeAdaptationMaxExposure = 5f; [Range(0f, 1f)] public float eyeAdaptationSpeedToLight = 1f; [Range(0f, 1f)] public float eyeAdaptationSpeedToDark = 0.7f; public bool purkinje; [Range(0f, 5f)] public float purkinjeAmount = 1f; [Range(0f, 1f)] public float purkinjeLuminanceThreshold = 0.15f; public BEAUTIFY_TMO tonemap; public bool sunFlares; [Range(0f, 1f)] public float sunFlaresIntensity = 1f; [Range(0f, 1f)] public float sunFlaresSolarWindSpeed = 0.01f; public Color sunFlaresTint = new Color(1f, 1f, 1f); [Range(1f, 5f)] public int sunFlaresDownsampling = 1; [Range(0f, 1f)] public float sunFlaresSunIntensity = 0.1f; [Range(0f, 1f)] public float sunFlaresSunDiskSize = 0.05f; [Range(0f, 10f)] public float sunFlaresSunRayDiffractionIntensity = 3.5f; [Range(0f, 1f)] public float sunFlaresSunRayDiffractionThreshold = 0.13f; [Range(0f, 0.2f)] public float sunFlaresCoronaRays1Length = 0.02f; [Range(2f, 30f)] public int sunFlaresCoronaRays1Streaks = 12; [Range(0f, 0.1f)] public float sunFlaresCoronaRays1Spread = 0.001f; [Range(0f, (float)Math.PI * 2f)] public float sunFlaresCoronaRays1AngleOffset; [Range(0f, 0.2f)] public float sunFlaresCoronaRays2Length = 0.05f; [Range(2f, 30f)] public int sunFlaresCoronaRays2Streaks = 12; [Range(0f, 0.1f)] public float sunFlaresCoronaRays2Spread = 0.1f; [Range(0f, (float)Math.PI * 2f)] public float sunFlaresCoronaRays2AngleOffset; [Range(0f, 1f)] public float sunFlaresGhosts1Size = 0.03f; [Range(-3f, 3f)] public float sunFlaresGhosts1Offset = 1.04f; [Range(0f, 1f)] public float sunFlaresGhosts1Brightness = 0.037f; [Range(0f, 1f)] public float sunFlaresGhosts2Size = 0.1f; [Range(-3f, 3f)] public float sunFlaresGhosts2Offset = 0.71f; [Range(0f, 1f)] public float sunFlaresGhosts2Brightness = 0.03f; [Range(0f, 1f)] public float sunFlaresGhosts3Size = 0.24f; [Range(-3f, 3f)] public float sunFlaresGhosts3Brightness = 0.025f; [Range(0f, 1f)] public float sunFlaresGhosts3Offset = 0.31f; [Range(0f, 1f)] public float sunFlaresGhosts4Size = 0.016f; [Range(-3f, 3f)] public float sunFlaresGhosts4Offset; [Range(0f, 1f)] public float sunFlaresGhosts4Brightness = 0.017f; [Range(0f, 1f)] public float sunFlaresHaloOffset = 0.22f; [Range(0f, 50f)] public float sunFlaresHaloAmplitude = 15.1415f; [Range(0f, 1f)] public float sunFlaresHaloIntensity = 0.01f; public bool sunFlaresRotationDeadZone; public bool blur; [Range(0f, 4f)] public float blurIntensity = 1f; public int pixelateAmount = 1; public bool pixelateDownscale; public void Load(Beautify b) { b.dither = dither; b.ditherDepth = ditherDepth; b.sharpenMinDepth = sharpenMinDepth; b.sharpenMaxDepth = sharpenMaxDepth; b.sharpen = sharpen; b.sharpenDepthThreshold = sharpenDepthThreshold; b.tintColor = tintColor; b.sharpenRelaxation = sharpenRelaxation; b.sharpenClamp = sharpenClamp; b.sharpenMotionSensibility = sharpenMotionSensibility; b.antialiasStrength = antialiasStrength; b.antialiasDepthThreshold = antialiasDepthThreshold; b.saturate = saturate; b.contrast = contrast; b.brightness = brightness; b.daltonize = daltonize; b.vignetting = vignetting; b.vignettingColor = vignettingColor; b.vignettingFade = vignettingFade; b.vignettingCircularShape = vignettingCircularShape; b.vignettingAspectRatio = vignettingAspectRatio; b.vignettingBlink = vignettingBlink; b.vignettingMask = vignettingMask; b.frame = frame; b.frameColor = frameColor; b.frameMask = frameMask; b.lut = lut; b.lutTexture = lutTexture; b.lutIntensity = lutIntensity; b.nightVision = nightVision; b.nightVisionColor = nightVisionColor; b.outline = outline; b.outlineColor = outlineColor; b.thermalVision = thermalVision; b.lensDirt = lensDirt; b.lensDirtThreshold = lensDirtThreshold; b.lensDirtIntensity = lensDirtIntensity; b.lensDirtTexture = lensDirtTexture; b.bloom = bloom; b.bloomCullingMask = bloomCullingMask; b.bloomLayerMaskDownsampling = bloomLayerMaskDownsampling; b.bloomIntensity = bloomIntensity; b.bloomMaxBrightness = bloomMaxBrightness; b.bloomBoost0 = bloomBoost0; b.bloomBoost1 = bloomBoost1; b.bloomBoost2 = bloomBoost2; b.bloomBoost3 = bloomBoost3; b.bloomBoost4 = bloomBoost4; b.bloomBoost5 = bloomBoost5; b.bloomAntiflicker = bloomAntiflicker; b.bloomUltra = bloomUltra; b.bloomThreshold = bloomThreshold; b.bloomCustomize = bloomCustomize; b.bloomWeight0 = bloomWeight0; b.bloomWeight1 = bloomWeight1; b.bloomWeight2 = bloomWeight2; b.bloomWeight3 = bloomWeight3; b.bloomWeight4 = bloomWeight4; b.bloomWeight5 = bloomWeight5; b.bloomBlur = bloomBlur; b.bloomDepthAtten = bloomDepthAtten; b.bloomLayerZBias = bloomLayerZBias; b.anamorphicFlares = anamorphicFlares; b.anamorphicFlaresIntensity = anamorphicFlaresIntensity; b.anamorphicFlaresAntiflicker = anamorphicFlaresAntiflicker; b.anamorphicFlaresUltra = anamorphicFlaresUltra; b.anamorphicFlaresThreshold = anamorphicFlaresThreshold; b.anamorphicFlaresSpread = anamorphicFlaresSpread; b.anamorphicFlaresVertical = anamorphicFlaresVertical; b.anamorphicFlaresTint = anamorphicFlaresTint; b.anamorphicFlaresBlur = anamorphicFlaresBlur; b.depthOfField = depthOfField; b.depthOfFieldTransparencySupport = depthOfFieldTransparencySupport; b.depthOfFieldTargetFocus = depthOfFieldTargetFocus; b.depthOfFieldAutofocus = depthOfFieldAutofocus; b.depthofFieldAutofocusViewportPoint = depthofFieldAutofocusViewportPoint; b.depthOfFieldAutofocusLayerMask = depthOfFieldAutofocusLayerMask; b.depthOfFieldAutofocusMinDistance = depthOfFieldAutofocusMinDistance; b.depthOfFieldAutofocusMaxDistance = depthOfFieldAutofocusMaxDistance; b.depthOfFieldExclusionLayerMask = depthOfFieldExclusionLayerMask; b.depthOfFieldExclusionLayerMaskDownsampling = depthOfFieldExclusionLayerMaskDownsampling; b.depthOfFieldTransparencySupportDownsampling = depthOfFieldTransparencySupportDownsampling; b.depthOfFieldExclusionBias = depthOfFieldExclusionBias; b.depthOfFieldDistance = depthOfFieldDistance; b.depthOfFieldFocusSpeed = depthOfFieldFocusSpeed; b.depthOfFieldDownsampling = depthOfFieldDownsampling; b.depthOfFieldMaxSamples = depthOfFieldMaxSamples; b.depthOfFieldFocalLength = depthOfFieldFocalLength; b.depthOfFieldAperture = depthOfFieldAperture; b.depthOfFieldForegroundBlur = depthOfFieldForegroundBlur; b.depthOfFieldForegroundBlurHQ = depthOfFieldForegroundBlurHQ; b.depthOfFieldForegroundDistance = depthOfFieldForegroundDistance; b.depthOfFieldBokeh = depthOfFieldBokeh; b.depthOfFieldBokehThreshold = depthOfFieldBokehThreshold; b.depthOfFieldBokehIntensity = depthOfFieldBokehIntensity; b.depthOfFieldMaxBrightness = depthOfFieldMaxBrightness; b.depthOfFieldMaxDistance = depthOfFieldMaxDistance; b.depthOfFieldFilterMode = depthOfFieldFilterMode; b.depthOfFieldTransparencyLayerMask = depthOfFieldTransparencyLayerMask; b.eyeAdaptation = eyeAdaptation; b.eyeAdaptationMaxExposure = eyeAdaptationMaxExposure; b.eyeAdaptationMinExposure = eyeAdaptationMinExposure; b.eyeAdaptationSpeedToDark = eyeAdaptationSpeedToDark; b.eyeAdaptationSpeedToLight = eyeAdaptationSpeedToLight; b.purkinje = purkinje; b.purkinjeAmount = purkinjeAmount; b.purkinjeLuminanceThreshold = purkinjeLuminanceThreshold; b.tonemap = tonemap; b.sunFlares = sunFlares; b.sunFlaresIntensity = sunFlaresIntensity; b.sunFlaresSolarWindSpeed = sunFlaresSolarWindSpeed; b.sunFlaresTint = sunFlaresTint; b.sunFlaresDownsampling = sunFlaresDownsampling; b.sunFlaresSunIntensity = sunFlaresSunIntensity; b.sunFlaresSunDiskSize = sunFlaresSunDiskSize; b.sunFlaresSunRayDiffractionIntensity = sunFlaresSunRayDiffractionIntensity; b.sunFlaresSunRayDiffractionThreshold = sunFlaresSunRayDiffractionThreshold; b.sunFlaresCoronaRays1Length = sunFlaresCoronaRays1Length; b.sunFlaresCoronaRays1Spread = sunFlaresCoronaRays1Spread; b.sunFlaresCoronaRays1AngleOffset = sunFlaresCoronaRays1AngleOffset; b.sunFlaresCoronaRays1Streaks = sunFlaresCoronaRays1Streaks; b.sunFlaresCoronaRays2Length = sunFlaresCoronaRays2Length; b.sunFlaresCoronaRays2Spread = sunFlaresCoronaRays2Spread; b.sunFlaresCoronaRays2AngleOffset = sunFlaresCoronaRays2AngleOffset; b.sunFlaresCoronaRays2Streaks = sunFlaresCoronaRays2Streaks; b.sunFlaresGhosts1Size = sunFlaresGhosts1Size; b.sunFlaresGhosts1Offset = sunFlaresGhosts1Offset; b.sunFlaresGhosts1Brightness = sunFlaresGhosts1Brightness; b.sunFlaresGhosts2Size = sunFlaresGhosts2Size; b.sunFlaresGhosts2Offset = sunFlaresGhosts2Offset; b.sunFlaresGhosts2Brightness = sunFlaresGhosts2Brightness; b.sunFlaresGhosts3Size = sunFlaresGhosts3Size; b.sunFlaresGhosts3Offset = sunFlaresGhosts3Offset; b.sunFlaresGhosts3Brightness = sunFlaresGhosts3Brightness; b.sunFlaresGhosts4Size = sunFlaresGhosts4Size; b.sunFlaresGhosts4Offset = sunFlaresGhosts4Offset; b.sunFlaresGhosts4Brightness = sunFlaresGhosts4Brightness; b.sunFlaresHaloOffset = sunFlaresHaloOffset; b.sunFlaresHaloAmplitude = sunFlaresHaloAmplitude; b.sunFlaresHaloIntensity = sunFlaresHaloIntensity; b.sunFlaresRotationDeadZone = sunFlaresRotationDeadZone; b.blur = blur; b.blurIntensity = blurIntensity; b.pixelateAmount = pixelateAmount; b.pixelateDownscale = pixelateDownscale; } public void Save(Beautify b) { dither = b.dither; ditherDepth = b.ditherDepth; sharpenMinDepth = b.sharpenMinDepth; sharpenMaxDepth = b.sharpenMaxDepth; sharpen = b.sharpen; sharpenDepthThreshold = b.sharpenDepthThreshold; tintColor = b.tintColor; sharpenRelaxation = b.sharpenRelaxation; sharpenClamp = b.sharpenClamp; sharpenMotionSensibility = b.sharpenMotionSensibility; antialiasStrength = b.antialiasStrength; antialiasDepthThreshold = b.antialiasDepthThreshold; saturate = b.saturate; contrast = b.contrast; brightness = b.brightness; daltonize = b.daltonize; vignetting = b.vignetting; vignettingColor = b.vignettingColor; vignettingFade = b.vignettingFade; vignettingCircularShape = b.vignettingCircularShape; vignettingMask = b.vignettingMask; vignettingAspectRatio = b.vignettingAspectRatio; vignettingBlink = b.vignettingBlink; frame = b.frame; frameColor = b.frameColor; frameMask = b.frameMask; lut = b.lut; lutTexture = b.lutTexture; lutIntensity = b.lutIntensity; nightVision = b.nightVision; nightVisionColor = b.nightVisionColor; outline = b.outline; outlineColor = b.outlineColor; thermalVision = b.thermalVision; lensDirt = b.lensDirt; lensDirtThreshold = b.lensDirtThreshold; lensDirtIntensity = b.lensDirtIntensity; lensDirtTexture = b.lensDirtTexture; bloom = b.bloom; bloomCullingMask = b.bloomCullingMask; bloomLayerMaskDownsampling = b.bloomLayerMaskDownsampling; bloomIntensity = b.bloomIntensity; bloomMaxBrightness = b.bloomMaxBrightness; bloomBoost0 = b.bloomBoost0; bloomBoost1 = b.bloomBoost1; bloomBoost2 = b.bloomBoost2; bloomBoost3 = b.bloomBoost3; bloomBoost4 = b.bloomBoost4; bloomBoost5 = b.bloomBoost5; bloomAntiflicker = b.bloomAntiflicker; bloomUltra = b.bloomUltra; bloomThreshold = b.bloomThreshold; bloomCustomize = b.bloomCustomize; bloomWeight0 = b.bloomWeight0; bloomWeight1 = b.bloomWeight1; bloomWeight2 = b.bloomWeight2; bloomWeight3 = b.bloomWeight3; bloomWeight4 = b.bloomWeight4; bloomWeight5 = b.bloomWeight5; bloomBlur = b.bloomBlur; bloomDepthAtten = b.bloomDepthAtten; bloomLayerZBias = b.bloomLayerZBias; anamorphicFlares = b.anamorphicFlares; anamorphicFlaresIntensity = b.anamorphicFlaresIntensity; anamorphicFlaresAntiflicker = b.anamorphicFlaresAntiflicker; anamorphicFlaresUltra = b.anamorphicFlaresUltra; anamorphicFlaresThreshold = b.anamorphicFlaresThreshold; anamorphicFlaresSpread = b.anamorphicFlaresSpread; anamorphicFlaresVertical = b.anamorphicFlaresVertical; anamorphicFlaresTint = b.anamorphicFlaresTint; anamorphicFlaresBlur = b.anamorphicFlaresBlur; depthOfField = b.depthOfField; depthOfFieldTransparencySupport = b.depthOfFieldTransparencySupport; depthOfFieldTargetFocus = b.depthOfFieldTargetFocus; depthOfFieldAutofocus = b.depthOfFieldAutofocus; depthofFieldAutofocusViewportPoint = b.depthofFieldAutofocusViewportPoint; depthOfFieldAutofocusLayerMask = b.depthOfFieldAutofocusLayerMask; depthOfFieldAutofocusMinDistance = b.depthOfFieldAutofocusMinDistance; depthOfFieldAutofocusMaxDistance = b.depthOfFieldAutofocusMaxDistance; depthOfFieldExclusionLayerMask = b.depthOfFieldExclusionLayerMask; depthOfFieldExclusionLayerMaskDownsampling = b.depthOfFieldExclusionLayerMaskDownsampling; depthOfFieldTransparencySupportDownsampling = b.depthOfFieldTransparencySupportDownsampling; depthOfFieldExclusionBias = b.depthOfFieldExclusionBias; depthOfFieldDistance = b.depthOfFieldDistance; depthOfFieldFocusSpeed = b.depthOfFieldFocusSpeed; depthOfFieldDownsampling = b.depthOfFieldDownsampling; depthOfFieldMaxSamples = b.depthOfFieldMaxSamples; depthOfFieldFocalLength = b.depthOfFieldFocalLength; depthOfFieldAperture = b.depthOfFieldAperture; depthOfFieldForegroundBlur = b.depthOfFieldForegroundBlur; depthOfFieldForegroundBlurHQ = b.depthOfFieldForegroundBlurHQ; depthOfFieldForegroundDistance = b.depthOfFieldForegroundDistance; depthOfFieldBokeh = b.depthOfFieldBokeh; depthOfFieldBokehThreshold = b.depthOfFieldBokehThreshold; depthOfFieldBokehIntensity = b.depthOfFieldBokehIntensity; depthOfFieldMaxBrightness = b.depthOfFieldMaxBrightness; depthOfFieldMaxDistance = b.depthOfFieldMaxDistance; depthOfFieldFilterMode = b.depthOfFieldFilterMode; depthOfFieldTransparencyLayerMask = b.depthOfFieldTransparencyLayerMask; eyeAdaptation = b.eyeAdaptation; eyeAdaptationMaxExposure = b.eyeAdaptationMaxExposure; eyeAdaptationMinExposure = b.eyeAdaptationMinExposure; eyeAdaptationSpeedToDark = b.eyeAdaptationSpeedToDark; eyeAdaptationSpeedToLight = b.eyeAdaptationSpeedToLight; purkinje = b.purkinje; purkinjeAmount = b.purkinjeAmount; purkinjeLuminanceThreshold = b.purkinjeLuminanceThreshold; tonemap = b.tonemap; sunFlares = b.sunFlares; sunFlaresIntensity = b.sunFlaresIntensity; sunFlaresSolarWindSpeed = b.sunFlaresSolarWindSpeed; sunFlaresTint = b.sunFlaresTint; sunFlaresDownsampling = b.sunFlaresDownsampling; sunFlaresSunIntensity = b.sunFlaresSunIntensity; sunFlaresSunDiskSize = b.sunFlaresSunDiskSize; sunFlaresSunRayDiffractionIntensity = b.sunFlaresSunRayDiffractionIntensity; sunFlaresSunRayDiffractionThreshold = b.sunFlaresSunRayDiffractionThreshold; sunFlaresCoronaRays1Length = b.sunFlaresCoronaRays1Length; sunFlaresCoronaRays1Spread = b.sunFlaresCoronaRays1Spread; sunFlaresCoronaRays1AngleOffset = b.sunFlaresCoronaRays1AngleOffset; sunFlaresCoronaRays1Streaks = b.sunFlaresCoronaRays1Streaks; sunFlaresCoronaRays2Length = b.sunFlaresCoronaRays2Length; sunFlaresCoronaRays2Spread = b.sunFlaresCoronaRays2Spread; sunFlaresCoronaRays2AngleOffset = b.sunFlaresCoronaRays2AngleOffset; sunFlaresCoronaRays2Streaks = b.sunFlaresCoronaRays2Streaks; sunFlaresGhosts1Size = b.sunFlaresGhosts1Size; sunFlaresGhosts1Offset = b.sunFlaresGhosts1Offset; sunFlaresGhosts1Brightness = b.sunFlaresGhosts1Brightness; sunFlaresGhosts2Size = b.sunFlaresGhosts2Size; sunFlaresGhosts2Offset = b.sunFlaresGhosts2Offset; sunFlaresGhosts2Brightness = b.sunFlaresGhosts2Brightness; sunFlaresGhosts3Size = b.sunFlaresGhosts3Size; sunFlaresGhosts3Offset = b.sunFlaresGhosts3Offset; sunFlaresGhosts3Brightness = b.sunFlaresGhosts3Brightness; sunFlaresGhosts4Size = b.sunFlaresGhosts4Size; sunFlaresGhosts4Offset = b.sunFlaresGhosts4Offset; sunFlaresGhosts4Brightness = b.sunFlaresGhosts4Brightness; sunFlaresHaloOffset = b.sunFlaresHaloOffset; sunFlaresHaloAmplitude = b.sunFlaresHaloAmplitude; sunFlaresHaloIntensity = b.sunFlaresHaloIntensity; sunFlaresRotationDeadZone = b.sunFlaresRotationDeadZone; blur = b.blur; blurIntensity = b.blurIntensity; pixelateAmount = b.pixelateAmount; pixelateDownscale = b.pixelateDownscale; } } }