Decompiled source of NoMoreMotionBlur v2.1.0

No Motion Blur!.dll

Decompiled a month ago
using System;
using System.Collections;
using System.Collections.Generic;
using System.Diagnostics;
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.Versioning;
using BepInEx;
using BepInEx.Configuration;
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
using UnityEngine.SceneManagement;

[assembly: CompilationRelaxations(8)]
[assembly: RuntimeCompatibility(WrapNonExceptionThrows = true)]
[assembly: Debuggable(DebuggableAttribute.DebuggingModes.IgnoreSymbolStoreSequencePoints)]
[assembly: TargetFramework(".NETFramework,Version=v4.7.2", FrameworkDisplayName = ".NET Framework 4.7.2")]
[assembly: AssemblyCompany("No Motion Blur!")]
[assembly: AssemblyConfiguration("Release")]
[assembly: AssemblyFileVersion("1.0.0.0")]
[assembly: AssemblyInformationalVersion("1.0.0")]
[assembly: AssemblyProduct("No Motion Blur!")]
[assembly: AssemblyTitle("No Motion Blur!")]
[assembly: AssemblyVersion("1.0.0.0")]
namespace No_Motion_Blur_;

[BepInPlugin("com.kobbler.nomotionblur", "No More Motion Blur", "2.1.0")]
public class NoMotionBlurPlugin : BaseUnityPlugin
{
	[CompilerGenerated]
	private sealed class <ApplyRoutine>d__6 : IEnumerator<object>, IDisposable, IEnumerator
	{
		private int <>1__state;

		private object <>2__current;

		public NoMotionBlurPlugin <>4__this;

		object IEnumerator<object>.Current
		{
			[DebuggerHidden]
			get
			{
				return <>2__current;
			}
		}

		object IEnumerator.Current
		{
			[DebuggerHidden]
			get
			{
				return <>2__current;
			}
		}

		[DebuggerHidden]
		public <ApplyRoutine>d__6(int <>1__state)
		{
			this.<>1__state = <>1__state;
		}

		[DebuggerHidden]
		void IDisposable.Dispose()
		{
			<>1__state = -2;
		}

		private bool MoveNext()
		{
			//IL_0024: Unknown result type (might be due to invalid IL or missing references)
			//IL_002e: Expected O, but got Unknown
			int num = <>1__state;
			NoMotionBlurPlugin noMotionBlurPlugin = <>4__this;
			switch (num)
			{
			default:
				return false;
			case 0:
				<>1__state = -1;
				<>2__current = (object)new WaitForSeconds(1f);
				<>1__state = 1;
				return true;
			case 1:
				<>1__state = -1;
				noMotionBlurPlugin.ApplySettings();
				return false;
			}
		}

		bool IEnumerator.MoveNext()
		{
			//ILSpy generated this explicit interface implementation from .override directive in MoveNext
			return this.MoveNext();
		}

		[DebuggerHidden]
		void IEnumerator.Reset()
		{
			throw new NotSupportedException();
		}
	}

	private ConfigEntry<bool> DisableMotionBlur;

	private ConfigEntry<bool> DisablePostProcessing;

	private ConfigEntry<bool> DisableTAA;

	private void Awake()
	{
		DisableMotionBlur = ((BaseUnityPlugin)this).Config.Bind<bool>("Settings", "DisableMotionBlur", true, "Set to true to disable motion blur, false to leave it enabled.");
		DisablePostProcessing = ((BaseUnityPlugin)this).Config.Bind<bool>("Settings", "DisablePostProcessing", false, "Set to true to disable all post-processing effects.");
		DisableTAA = ((BaseUnityPlugin)this).Config.Bind<bool>("Settings", "DisableTAA", false, "Set to true to disable Temporal AA completely (If you feel any sort of ghosting or smearing, I recommend turning this on. The graphics will look sharper when enabled.)");
		((BaseUnityPlugin)this).Logger.LogInfo((object)$"[NoMoreMotionBlur] Config loaded. DisableMotionBlur={DisableMotionBlur.Value}, DisablePostProcessing={DisablePostProcessing.Value}, DisableTAA={DisableTAA.Value}");
		SceneManager.sceneLoaded += OnSceneLoaded;
		((MonoBehaviour)this).StartCoroutine(ApplyRoutine());
	}

	private void OnDestroy()
	{
		SceneManager.sceneLoaded -= OnSceneLoaded;
	}

	private void OnSceneLoaded(Scene scene, LoadSceneMode mode)
	{
		((BaseUnityPlugin)this).Logger.LogInfo((object)("[NoMoreMotionBlur] Scene loaded -> " + ((Scene)(ref scene)).name + ", applying settings..."));
		((MonoBehaviour)this).StartCoroutine(ApplyRoutine());
	}

	[IteratorStateMachine(typeof(<ApplyRoutine>d__6))]
	private IEnumerator ApplyRoutine()
	{
		//yield-return decompiler failed: Unexpected instruction in Iterator.Dispose()
		return new <ApplyRoutine>d__6(0)
		{
			<>4__this = this
		};
	}

	private void ApplySettings()
	{
		//IL_0000: Unknown result type (might be due to invalid IL or missing references)
		//IL_0005: Unknown result type (might be due to invalid IL or missing references)
		Scene activeScene = SceneManager.GetActiveScene();
		string name = ((Scene)(ref activeScene)).name;
		Volume[] array = Object.FindObjectsOfType<Volume>(true);
		((BaseUnityPlugin)this).Logger.LogInfo((object)$"[NoMoreMotionBlur] Found {array.Length} Volume(s) in scene {name}.");
		Volume[] array2 = array;
		MotionBlur val2 = default(MotionBlur);
		foreach (Volume val in array2)
		{
			if (!((Object)(object)val.profile == (Object)null))
			{
				if (DisableMotionBlur.Value && val.profile.TryGet<MotionBlur>(ref val2))
				{
					((VolumeComponent)val2).active = false;
					((VolumeParameter<float>)(object)val2.intensity).Override(0f);
					((BaseUnityPlugin)this).Logger.LogInfo((object)"[NoMoreMotionBlur] Motion Blur disabled.");
				}
				if (DisablePostProcessing.Value)
				{
					((Behaviour)val).enabled = false;
					((BaseUnityPlugin)this).Logger.LogInfo((object)"[NoMoreMotionBlur] Post-processing disabled.");
				}
			}
		}
		Camera main = Camera.main;
		UniversalAdditionalCameraData val3 = default(UniversalAdditionalCameraData);
		if ((Object)(object)main != (Object)null && ((Component)main).TryGetComponent<UniversalAdditionalCameraData>(ref val3))
		{
			if (DisableTAA.Value)
			{
				val3.antialiasing = (AntialiasingMode)0;
				((BaseUnityPlugin)this).Logger.LogInfo((object)"[NoMoreMotionBlur] TAA disabled.");
			}
			else
			{
				val3.antialiasing = (AntialiasingMode)3;
				((BaseUnityPlugin)this).Logger.LogInfo((object)"[NoMoreMotionBlur] TAA enabled (using the game's Temporal AA).");
			}
		}
	}
}