Add v1.0.3.1

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2023-09-06 22:00:49 +02:00
commit 3aebbbf8f0
2051 changed files with 757425 additions and 0 deletions

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@@ -0,0 +1,63 @@
using System;
using Cpp2IlInjected;
namespace UnityEngine.PostProcessing
{
// Token: 0x02000530 RID: 1328
[Token(Token = "0x2000530")]
public sealed class VignetteComponent : PostProcessingComponentRenderTexture<VignetteModel>
{
// Token: 0x17000336 RID: 822
// (get) Token: 0x06002D7B RID: 11643 RVA: 0x000020D3 File Offset: 0x000002D3
[Token(Token = "0x17000336")]
public override bool active
{
[Token(Token = "0x6002D7B")]
[Address(RVA = "0x937B70", Offset = "0x936970", VA = "0x180937B70", Slot = "5")]
get
{
throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method.");
}
}
// Token: 0x06002D7C RID: 11644 RVA: 0x000020D3 File Offset: 0x000002D3
[Token(Token = "0x6002D7C")]
[Address(RVA = "0x937840", Offset = "0x936640", VA = "0x180937840", Slot = "10")]
public override void Prepare(Material uberMaterial)
{
throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method.");
}
// Token: 0x06002D7D RID: 11645 RVA: 0x000620E4 File Offset: 0x000602E4
[Token(Token = "0x6002D7D")]
[Address(RVA = "0x937B30", Offset = "0x936930", VA = "0x180937B30")]
public VignetteComponent()
{
}
// Token: 0x02000531 RID: 1329
[Token(Token = "0x2000531")]
private static class Uniforms
{
// Token: 0x040035F5 RID: 13813
[Token(Token = "0x40035F5")]
internal static readonly int _Vignette_Color = Shader.PropertyToID("_Vignette_Color");
// Token: 0x040035F6 RID: 13814
[Token(Token = "0x40035F6")]
internal static readonly int _Vignette_Center = Shader.PropertyToID("_Vignette_Center");
// Token: 0x040035F7 RID: 13815
[Token(Token = "0x40035F7")]
internal static readonly int _Vignette_Settings = Shader.PropertyToID("_Vignette_Settings");
// Token: 0x040035F8 RID: 13816
[Token(Token = "0x40035F8")]
internal static readonly int _Vignette_Mask = Shader.PropertyToID("_Vignette_Mask");
// Token: 0x040035F9 RID: 13817
[Token(Token = "0x40035F9")]
internal static readonly int _Vignette_Opacity = Shader.PropertyToID("_Vignette_Opacity");
}
}
}