Files
UltimateFishing/Assets/Scripts/Assembly-CSharp/BeautifyEffect/BeautifyProfile.cs
2026-02-21 16:45:37 +08:00

684 lines
21 KiB
C#

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;
}
}
}