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Assets/Plugins/_MK/MKGlow/Scripts/ISettings.cs
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119
Assets/Plugins/_MK/MKGlow/Scripts/ISettings.cs
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//////////////////////////////////////////////////////
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// MK Glow ISettings //
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// //
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// Created by Michael Kremmel //
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// www.michaelkremmel.de //
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// Copyright © 2021 All rights reserved. //
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//////////////////////////////////////////////////////
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace MK.Glow
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{
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internal interface ISettings
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{
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//Main
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bool GetAllowGeometryShaders();
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bool GetAllowComputeShaders ();
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RenderPriority GetRenderPriority ();
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MK.Glow.DebugView GetDebugView();
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MK.Glow.Quality GetQuality();
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MK.Glow.AntiFlickerMode GetAntiFlickerMode();
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MK.Glow.Workflow GetWorkflow();
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LayerMask GetSelectiveRenderLayerMask();
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float GetAnamorphicRatio();
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float GetLumaScale();
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float GetBlooming();
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//Bloom
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MK.Glow.MinMaxRange GetBloomThreshold();
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float GetBloomScattering();
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float GetBloomIntensity();
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//LensSurface
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bool GetAllowLensSurface();
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Texture2D GetLensSurfaceDirtTexture();
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float GetLensSurfaceDirtIntensity();
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Texture2D GetLensSurfaceDiffractionTexture();
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float GetLensSurfaceDiffractionIntensity();
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//LensFlare
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bool GetAllowLensFlare();
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LensFlareStyle GetLensFlareStyle();
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float GetLensFlareGhostFade();
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float GetLensFlareGhostIntensity();
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MK.Glow.MinMaxRange GetLensFlareThreshold();
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float GetLensFlareScattering();
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Texture2D GetLensFlareColorRamp();
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float GetLensFlareChromaticAberration();
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int GetLensFlareGhostCount();
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float GetLensFlareGhostDispersal();
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float GetLensFlareHaloFade();
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float GetLensFlareHaloIntensity();
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float GetLensFlareHaloSize();
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void SetLensFlareGhostFade(float fade);
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void SetLensFlareGhostCount(int count);
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void SetLensFlareGhostDispersal(float dispersal);
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void SetLensFlareHaloFade(float fade);
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void SetLensFlareHaloSize(float size);
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//Glare
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bool GetAllowGlare();
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float GetGlareBlend();
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float GetGlareIntensity();
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float GetGlareAngle();
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MK.Glow.MinMaxRange GetGlareThreshold();
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int GetGlareStreaks();
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void SetGlareStreaks(int count);
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float GetGlareScattering();
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GlareStyle GetGlareStyle();
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//Sample0
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float GetGlareSample0Scattering();
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float GetGlareSample0Angle();
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float GetGlareSample0Intensity();
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float GetGlareSample0Offset();
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void SetGlareSample0Scattering(float scattering);
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void SetGlareSample0Angle(float angle);
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void SetGlareSample0Intensity(float intensity);
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void SetGlareSample0Offset(float offset);
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//Sample1
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float GetGlareSample1Scattering();
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float GetGlareSample1Angle();
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float GetGlareSample1Intensity();
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float GetGlareSample1Offset();
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void SetGlareSample1Scattering(float scattering);
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void SetGlareSample1Angle(float angle);
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void SetGlareSample1Intensity(float intensity);
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void SetGlareSample1Offset(float offset);
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//Sample2
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float GetGlareSample2Scattering();
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float GetGlareSample2Angle();
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float GetGlareSample2Intensity();
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float GetGlareSample2Offset();
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void SetGlareSample2Scattering(float scattering);
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void SetGlareSample2Angle(float angle);
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void SetGlareSample2Intensity(float intensity);
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void SetGlareSample2Offset(float offset);
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//Sample3
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float GetGlareSample3Scattering();
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float GetGlareSample3Angle();
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float GetGlareSample3Intensity();
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float GetGlareSample3Offset();
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void SetGlareSample3Scattering(float scattering);
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void SetGlareSample3Angle(float angle);
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void SetGlareSample3Intensity(float intensity);
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void SetGlareSample3Offset(float offset);
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}
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}
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