Add v1.0.3.1
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@@ -0,0 +1,190 @@
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using System;
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using Cpp2IlInjected;
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using UnityEngine;
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namespace UnityStandardAssets.ImageEffects
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{
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// Token: 0x02000592 RID: 1426
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[Token(Token = "0x2000592")]
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[ExecuteInEditMode]
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[RequireComponent(typeof(Camera))]
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[AddComponentMenu("Image Effects/Other/Antialiasing")]
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public class Antialiasing : PostEffectsBase
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{
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// Token: 0x06002E9B RID: 11931 RVA: 0x000020D3 File Offset: 0x000002D3
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[Token(Token = "0x6002E9B")]
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[Address(RVA = "0x8CEC10", Offset = "0x8CDA10", VA = "0x1808CEC10")]
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public Material CurrentAAMaterial()
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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: 0x06002E9C RID: 11932 RVA: 0x00063584 File Offset: 0x00061784
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[Token(Token = "0x6002E9C")]
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[Address(RVA = "0x8CEA90", Offset = "0x8CD890", VA = "0x1808CEA90", Slot = "4")]
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public override bool CheckResources()
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{
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int num = 0;
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bool flag = base.CheckSupport(num != 0);
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Material material = this.materialFXAAPreset2;
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Shader shader = this.shaderFXAAPreset2;
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Material material2 = base.CreateMaterial(shader, material);
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this.materialFXAAPreset2 = material2;
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Material material3 = this.materialFXAAPreset3;
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Shader shader2 = this.shaderFXAAPreset3;
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Material material4 = base.CreateMaterial(shader2, material3);
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this.materialFXAAPreset3 = material4;
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Material material5 = this.materialFXAAII;
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Shader shader3 = this.shaderFXAAII;
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Material material6 = base.CreateMaterial(shader3, material5);
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this.materialFXAAII = material6;
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Material material7 = this.materialFXAAIII;
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Shader shader4 = this.shaderFXAAIII;
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Material material8 = base.CreateMaterial(shader4, material7);
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this.materialFXAAIII = material8;
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Material material9 = this.nfaa;
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Shader shader5 = this.nfaaShader;
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Material material10 = base.CreateMaterial(shader5, material9);
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this.nfaa = material10;
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Material material11 = this.ssaa;
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Shader shader6 = this.ssaaShader;
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Material material12 = base.CreateMaterial(shader6, material11);
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this.ssaa = material12;
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Material material13 = this.dlaa;
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Shader shader7 = this.dlaaShader;
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Material material14 = base.CreateMaterial(shader7, material13);
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this.dlaa = material14;
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if (!this.ssaaShader.isSupported)
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{
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base.NotSupported();
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base.ReportAutoDisable();
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}
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return this.isSupported;
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}
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// Token: 0x06002E9D RID: 11933 RVA: 0x000020D3 File Offset: 0x000002D3
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[Token(Token = "0x6002E9D")]
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[Address(RVA = "0x8CEC80", Offset = "0x8CDA80", VA = "0x1808CEC80")]
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public void OnRenderImage(RenderTexture source, RenderTexture destination)
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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: 0x06002E9E RID: 11934 RVA: 0x000636BC File Offset: 0x000618BC
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[Token(Token = "0x6002E9E")]
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[Address(RVA = "0x8CF1C0", Offset = "0x8CDFC0", VA = "0x1808CF1C0")]
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public Antialiasing()
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{
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}
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// Token: 0x04003787 RID: 14215
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[FieldOffset(Offset = "0x28")]
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[Token(Token = "0x4003787")]
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public AAMode mode = (AAMode)((ulong)1L);
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// Token: 0x04003788 RID: 14216
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[FieldOffset(Offset = "0x2C")]
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[Token(Token = "0x4003788")]
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public bool showGeneratedNormals;
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// Token: 0x04003789 RID: 14217
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[FieldOffset(Offset = "0x30")]
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[Token(Token = "0x4003789")]
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public float offsetScale = 0.2f;
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// Token: 0x0400378A RID: 14218
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[FieldOffset(Offset = "0x34")]
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[Token(Token = "0x400378A")]
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public float blurRadius = 18f;
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// Token: 0x0400378B RID: 14219
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[FieldOffset(Offset = "0x38")]
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[Token(Token = "0x400378B")]
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public float edgeThresholdMin = 0.05f;
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// Token: 0x0400378C RID: 14220
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[FieldOffset(Offset = "0x3C")]
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[Token(Token = "0x400378C")]
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public float edgeThreshold = 0.2f;
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// Token: 0x0400378D RID: 14221
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[FieldOffset(Offset = "0x40")]
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[Token(Token = "0x400378D")]
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public float edgeSharpness = 4f;
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// Token: 0x0400378E RID: 14222
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[FieldOffset(Offset = "0x44")]
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[Token(Token = "0x400378E")]
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public bool dlaaSharp;
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// Token: 0x0400378F RID: 14223
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[FieldOffset(Offset = "0x48")]
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[Token(Token = "0x400378F")]
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public Shader ssaaShader;
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// Token: 0x04003790 RID: 14224
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[FieldOffset(Offset = "0x50")]
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[Token(Token = "0x4003790")]
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private Material ssaa;
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// Token: 0x04003791 RID: 14225
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[FieldOffset(Offset = "0x58")]
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[Token(Token = "0x4003791")]
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public Shader dlaaShader;
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// Token: 0x04003792 RID: 14226
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[FieldOffset(Offset = "0x60")]
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[Token(Token = "0x4003792")]
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private Material dlaa;
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// Token: 0x04003793 RID: 14227
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[FieldOffset(Offset = "0x68")]
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[Token(Token = "0x4003793")]
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public Shader nfaaShader;
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// Token: 0x04003794 RID: 14228
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[FieldOffset(Offset = "0x70")]
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[Token(Token = "0x4003794")]
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private Material nfaa;
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// Token: 0x04003795 RID: 14229
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[FieldOffset(Offset = "0x78")]
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[Token(Token = "0x4003795")]
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public Shader shaderFXAAPreset2;
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// Token: 0x04003796 RID: 14230
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[FieldOffset(Offset = "0x80")]
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[Token(Token = "0x4003796")]
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private Material materialFXAAPreset2;
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// Token: 0x04003797 RID: 14231
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[FieldOffset(Offset = "0x88")]
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[Token(Token = "0x4003797")]
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public Shader shaderFXAAPreset3;
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// Token: 0x04003798 RID: 14232
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[FieldOffset(Offset = "0x90")]
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[Token(Token = "0x4003798")]
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private Material materialFXAAPreset3;
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// Token: 0x04003799 RID: 14233
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[FieldOffset(Offset = "0x98")]
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[Token(Token = "0x4003799")]
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public Shader shaderFXAAII;
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// Token: 0x0400379A RID: 14234
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[FieldOffset(Offset = "0xA0")]
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[Token(Token = "0x400379A")]
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private Material materialFXAAII;
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// Token: 0x0400379B RID: 14235
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[FieldOffset(Offset = "0xA8")]
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[Token(Token = "0x400379B")]
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public Shader shaderFXAAIII;
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// Token: 0x0400379C RID: 14236
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[FieldOffset(Offset = "0xB0")]
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[Token(Token = "0x400379C")]
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private Material materialFXAAIII;
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}
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}
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