using RoR2; using UnityEngine.Rendering.PostProcessing; public sealed class SceneTintRenderer : PostProcessEffectRenderer { public override void Render(PostProcessRenderContext context) { PropertySheet propertySheet = context.propertySheets.Get(LegacyShaderAPI.Find("Hidden/PostProcess/SceneTint")); propertySheet.properties.SetFloat("_TintIntensity", base.settings.tintIntensity); context.command.BlitFullscreenTriangle(context.source, context.destination, propertySheet, 0); } }