static public int get_SampleStrength(IntPtr l) { try { Game.RadialBlur self = (Game.RadialBlur)checkSelf(l); pushValue(l, self.SampleStrength); return(1); } catch (Exception e) { return(error(l, e)); } }
static public int OnDisable(IntPtr l) { try { Game.RadialBlur self = (Game.RadialBlur)checkSelf(l); self.OnDisable(); return(0); } catch (Exception e) { return(error(l, e)); } }
static public int get_RadialBlurShader(IntPtr l) { try { Game.RadialBlur self = (Game.RadialBlur)checkSelf(l); pushValue(l, self.RadialBlurShader); return(1); } catch (Exception e) { return(error(l, e)); } }
static public int set_SampleStrength(IntPtr l) { try { Game.RadialBlur self = (Game.RadialBlur)checkSelf(l); System.Single v; checkType(l, 2, out v); self.SampleStrength = v; return(0); } catch (Exception e) { return(error(l, e)); } }
static public int set_RadialBlurShader(IntPtr l) { try { Game.RadialBlur self = (Game.RadialBlur)checkSelf(l); UnityEngine.Shader v; checkType(l, 2, out v); self.RadialBlurShader = v; return(0); } catch (Exception e) { return(error(l, e)); } }