Add v1.0.3.1
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@@ -0,0 +1,102 @@
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using System;
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using Cpp2IlInjected;
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namespace UnityEngine.PostProcessing
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{
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// Token: 0x0200050D RID: 1293
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[Token(Token = "0x200050D")]
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public sealed class BloomComponent : PostProcessingComponentRenderTexture<BloomModel>
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{
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// Token: 0x17000322 RID: 802
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// (get) Token: 0x06002CE6 RID: 11494 RVA: 0x000020D3 File Offset: 0x000002D3
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[Token(Token = "0x17000322")]
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public override bool active
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{
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[Token(Token = "0x6002CE6")]
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[Address(RVA = "0xDE2610", Offset = "0xDE1410", VA = "0x180DE2610", Slot = "5")]
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get
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{
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throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method.");
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}
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}
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// Token: 0x06002CE7 RID: 11495 RVA: 0x000020D3 File Offset: 0x000002D3
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[Token(Token = "0x6002CE7")]
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[Address(RVA = "0xDE1990", Offset = "0xDE0790", VA = "0x180DE1990")]
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public void Prepare(RenderTexture source, Material uberMaterial, Texture autoExposure)
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{
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throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method.");
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}
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// Token: 0x06002CE8 RID: 11496 RVA: 0x000611F0 File Offset: 0x0005F3F0
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[Token(Token = "0x6002CE8")]
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[Address(RVA = "0xDE2580", Offset = "0xDE1380", VA = "0x180DE2580")]
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public BloomComponent()
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{
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RenderTexture[] array = new RenderTexture[16];
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this.m_BlurBuffer1 = array;
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RenderTexture[] array2 = new RenderTexture[16];
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this.m_BlurBuffer2 = array2;
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base..ctor();
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}
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// Token: 0x04003518 RID: 13592
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[Token(Token = "0x4003518")]
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private const int k_MaxPyramidBlurLevel = 16;
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// Token: 0x04003519 RID: 13593
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[FieldOffset(Offset = "0x20")]
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[Token(Token = "0x4003519")]
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private readonly RenderTexture[] m_BlurBuffer1;
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// Token: 0x0400351A RID: 13594
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[FieldOffset(Offset = "0x28")]
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[Token(Token = "0x400351A")]
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private readonly RenderTexture[] m_BlurBuffer2;
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// Token: 0x0200050E RID: 1294
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[Token(Token = "0x200050E")]
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private static class Uniforms
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{
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// Token: 0x0400351B RID: 13595
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[Token(Token = "0x400351B")]
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internal static readonly int _AutoExposure = Shader.PropertyToID("_AutoExposure");
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// Token: 0x0400351C RID: 13596
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[Token(Token = "0x400351C")]
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internal static readonly int _Threshold = Shader.PropertyToID("_Threshold");
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// Token: 0x0400351D RID: 13597
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[Token(Token = "0x400351D")]
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internal static readonly int _Curve = Shader.PropertyToID("_Curve");
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// Token: 0x0400351E RID: 13598
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[Token(Token = "0x400351E")]
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internal static readonly int _PrefilterOffs = Shader.PropertyToID("_PrefilterOffs");
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// Token: 0x0400351F RID: 13599
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[Token(Token = "0x400351F")]
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internal static readonly int _SampleScale = Shader.PropertyToID("_SampleScale");
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// Token: 0x04003520 RID: 13600
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[Token(Token = "0x4003520")]
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internal static readonly int _BaseTex = Shader.PropertyToID("_BaseTex");
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// Token: 0x04003521 RID: 13601
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[Token(Token = "0x4003521")]
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internal static readonly int _BloomTex = Shader.PropertyToID("_BloomTex");
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// Token: 0x04003522 RID: 13602
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[Token(Token = "0x4003522")]
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internal static readonly int _Bloom_Settings = Shader.PropertyToID("_Bloom_Settings");
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// Token: 0x04003523 RID: 13603
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[Token(Token = "0x4003523")]
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internal static readonly int _Bloom_DirtTex = Shader.PropertyToID("_Bloom_DirtTex");
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// Token: 0x04003524 RID: 13604
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[Token(Token = "0x4003524")]
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internal static readonly int _Bloom_DirtIntensity = Shader.PropertyToID("_Bloom_DirtIntensity");
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}
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}
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}
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