feat(battle-engine): full Unity/VFX/god-object shims + expanded copy closure (2570 files)
Authored Unity primitive/object-model shim, VFX layer (control-flow-preserving, InstantVfx never invokes its action -- headless suppression), god-object stubs (GameMgr/EffectMgr/UIManager with faithfully-extracted nested enums), View/UI/Touch tree, LitJson+BetterList+Tuple copied, third-party stubs. Discovered Roslyn header-error masking: fixing class-header type errors unmasks body references, so the true copy closure is ~2570 files (was 782 under masking). Errors: masked-25720 -> 268; our shim files compile clean. Remaining: ~50 residual shim/external types, 24 NGUI UI-base overrides, static-type fixes, plus likely 1-2 more unmask waves.
This commit is contained in:
295
SVSim.BattleEngine/Engine/DofDiffusionBloomOverlayParam.cs
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295
SVSim.BattleEngine/Engine/DofDiffusionBloomOverlayParam.cs
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using System;
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using UnityEngine;
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[Serializable]
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public class DofDiffusionBloomOverlayParam
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{
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public enum DofDiffusionBloomType
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{
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None,
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DofBloom,
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DiffusionDofBloom,
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Bloom,
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DiffusionBloom,
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Dof,
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OldDof,
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OldDofFastBloom,
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OverlayOnly
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}
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public enum BloomScreenBlendMode
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{
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Screen,
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Add
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}
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[SerializeField]
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private DofDiffusionBloomType _useDofDiffusionBloomType;
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[SerializeField]
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private bool _isEnableOldDof;
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[SerializeField]
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private bool _isEnableDof;
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[SerializeField]
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private bool _isEnableDiffusion;
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[SerializeField]
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private bool _isEnableBloom = true;
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[Header("Rich DOF")]
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public DepthBlurAndBloom.DofQuality DofQualityType = DepthBlurAndBloom.DofQuality.OnlyBackground;
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public DepthBlurAndBloom.DofFocalType DofFocalType = DepthBlurAndBloom.DofFocalType.Position;
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[SerializeField]
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private Transform _dofFocalTransfrom;
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[SerializeField]
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private Vector3 _dofFocalPosition = Vector3.zero;
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[SerializeField]
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private float _dofFocalPoint = 1f;
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public float DofSmoothness = 0.5f;
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public float DofFocalSize = 4f;
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public float DofMaxFocalSize;
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public float DofMaxBlurSpread = 1.75f;
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[SerializeField]
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public float DofForegroundSize;
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[SerializeField]
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public DepthBlurAndBloom.DofBlur DofBlurType;
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[Range(0f, 1f)]
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[Header("Rich Bloom")]
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public float BloomDofWeight = 1f;
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[Range(0f, 1.5f)]
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public float BloomThreshold = 0.95f;
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[Range(0f, 15f)]
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public float BloomIntensity = 8f;
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[Range(0f, 10f)]
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public float BloomBlurSize = 2f;
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public BloomScreenBlendMode BloomBlendMode;
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[Range(0.1f, 10f)]
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[Header("Diffusion")]
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public float DiffusionBlurSize = 10f;
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[Range(0f, 2f)]
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public float DiffusionBright = 1f;
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[Range(0f, 1f)]
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public float DiffusionThreshold = 0.4f;
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[SerializeField]
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[Range(0f, 2f)]
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public float DiffusionSaturation = 1.2f;
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[SerializeField]
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[Range(0f, 2f)]
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public float DiffusionContrast = 1f;
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[NonSerialized]
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public float DefaultDiffusionThreshold = 0.4f;
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[Range(0f, 1f)]
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public float EndDiffusionThreshold = 0.8f;
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[Range(0f, 85f)]
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public int FadeOutStartFrame = 82;
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[Range(0f, 85f)]
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public int FadeOutEndFrame = 82;
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[NonSerialized]
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public Camera TargetCamera;
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private float _ballBlurPoewrFactor;
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private float _ballBlurBrightnessThreshhold = 1f;
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private float _ballBlurBrightnessIntensity = -1f;
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private float _ballBlurSpread = 1f;
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private bool _isPointBallBlur;
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[SerializeField]
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[Header("ScreenOverlay")]
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private Class3dScreenOverlay _screenOverlay = new Class3dScreenOverlay();
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public bool IsDOF;
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public bool IsBloom;
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public bool IsDiffution;
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public bool IsScreenOverlay;
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public bool IsEnable => _useDofDiffusionBloomType != DofDiffusionBloomType.None;
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public DofDiffusionBloomType UseDofDiffusionBloomType => _useDofDiffusionBloomType;
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public bool IsEnableOldDof
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{
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get
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{
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return _isEnableOldDof;
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}
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set
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{
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_isEnableOldDof = value;
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}
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}
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public bool IsEnableDof
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{
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get
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{
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return _isEnableDof;
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}
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set
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{
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_isEnableDof = value;
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}
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}
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public bool IsEnableDiffusion
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{
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get
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{
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return _isEnableDiffusion;
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}
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set
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{
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_isEnableDiffusion = value;
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}
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}
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public bool IsEnableBloom
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{
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get
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{
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return _isEnableBloom;
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}
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set
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{
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_isEnableBloom = value;
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}
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}
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public bool IsEnableOverlay => ScreenOverlay.IsEnable;
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public bool IsEnableDofAutoDisable { get; set; } = true;
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public Transform DofFocalTransfrom
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{
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get
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{
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return _dofFocalTransfrom;
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}
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set
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{
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_dofFocalTransfrom = value;
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DofFocalType = DepthBlurAndBloom.DofFocalType.Transform;
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}
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}
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public Vector3 DofFocalPosition
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{
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get
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{
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return _dofFocalPosition;
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}
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set
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{
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_dofFocalPosition = value;
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DofFocalType = DepthBlurAndBloom.DofFocalType.Position;
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}
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}
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public float DofFocalPoint
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{
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get
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{
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return _dofFocalPoint;
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}
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set
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{
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_dofFocalPoint = value;
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DofFocalType = DepthBlurAndBloom.DofFocalType.Point;
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}
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}
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public float BallBlurPowerFactor
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{
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get
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{
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return _ballBlurPoewrFactor;
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}
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set
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{
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_ballBlurPoewrFactor = value;
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}
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}
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public float BallBlurBrightnessThreshhold
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{
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get
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{
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return _ballBlurBrightnessThreshhold;
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}
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set
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{
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_ballBlurBrightnessThreshhold = value;
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}
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}
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public float BallBlurBrightnessIntensity
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{
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get
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{
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return _ballBlurBrightnessIntensity;
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}
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set
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{
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_ballBlurBrightnessIntensity = value;
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}
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}
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public float BallBlurSpread
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{
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get
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{
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return _ballBlurSpread;
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}
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set
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{
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_ballBlurSpread = value;
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}
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}
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public bool IsPointBallBlur
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{
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get
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{
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return _isPointBallBlur;
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}
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set
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{
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_isPointBallBlur = value;
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}
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}
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public Class3dScreenOverlay ScreenOverlay => _screenOverlay;
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}
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