class DepthOfField
Applies a depth of field effect to the camera
public float BlurSize { get; set; }
How blurry to make stuff that isn't in focus.
public float FocalDistance { get; set; }
How far away from the camera to focus in world units.
public float FocusRange { get; set; }
This modulates how far is the blur to the image.
public bool FrontBlur { get; set; }
Should we blur what's ahead the focal point towards us?
public bool BackBlur { get; set; }
Should we blur what's behind the focal point?
public void RenderEffect( SceneCamera camera )
Render the effect onto given scene camera.
public Vector3 LocalScale { get; set; }
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public Rotation LocalRotation { get; set; }
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public Vector3 LocalPosition { get; set; }
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public Transform LocalTransform { get; set; }
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public bool IsProxy { get; }
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public T GetComponentInParent( bool includeDisabled = False, bool includeSelf = True )
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public GameObject.NetworkAccessor Network { get; }
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public T GetComponentInChildren( bool includeDisabled = False, bool includeSelf = True )
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public IEnumerable<T> GetComponentsInChildren( bool includeDisabled = False, bool includeSelf = True )
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public Guid Id { get; }
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public IEnumerable<T> GetComponentsInParent( bool includeDisabled = False, bool includeSelf = True )
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public T GetComponent( bool includeDisabled = False )
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public void Deserialize( JsonObject node )
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public IEnumerable<T> GetComponents( bool includeDisabled = False )
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public int ComponentVersion { get; }
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public Transform WorldTransform { get; set; }
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public Vector3 WorldPosition { get; set; }
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public Rotation WorldRotation { get; set; }
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public Vector3 WorldScale { get; set; }
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public Type GetType( )
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public string ToString( )
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public bool Equals( object obj )
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public JsonNode Serialize( GameObject.SerializeOptions options = null )
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public void DeserializeImmediately( JsonObject node )
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public DepthOfField( )
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public ComponentFlags Flags { get; set; }
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public DepthOfField.Quality QualityLevel { get; set; }
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public CameraComponent Camera { get; set; }
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public Scene Scene { get; }
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public GameTransform Transform { get; }
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public GameObject GameObject { get; }
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public ComponentList Components { get; }
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public bool Enabled { get; set; }
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public bool Active { get; }
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public bool IsValid { get; }
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public Action OnComponentEnabled { get; set; }
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public Action OnComponentStart { get; set; }
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public Action OnComponentUpdate { get; set; }
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public Action OnComponentFixedUpdate { get; set; }
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public Action OnComponentDisabled { get; set; }
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public Action OnComponentDestroy { get; set; }
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public void Destroy( )
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public void DestroyGameObject( )
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public void Reset( )
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public void EditLog( string name, object source )
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public ITagSet Tags { get; }
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public void Invoke( float secondsDelay, Action action, CancellationToken ct = null )
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public DebugOverlaySystem DebugOverlay { get; }
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public int GetHashCode( )
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public T GetOrAddComponent( bool startEnabled = True )
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public T AddComponent( bool startEnabled = True )
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