Add v1.0.3.1

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

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using System;
using Cpp2IlInjected;
using UnityEngine;
namespace UnityStandardAssets.ImageEffects
{
// Token: 0x020005AC RID: 1452
[Token(Token = "0x20005AC")]
[ExecuteInEditMode]
[AddComponentMenu("Image Effects/Edge Detection/Crease Shading")]
[RequireComponent(typeof(Camera))]
public class CreaseShading : PostEffectsBase
{
// Token: 0x06002EE8 RID: 12008 RVA: 0x000640AC File Offset: 0x000622AC
[Token(Token = "0x6002EE8")]
[Address(RVA = "0xE92370", Offset = "0xE91170", VA = "0x180E92370", Slot = "4")]
public override bool CheckResources()
{
bool flag = base.CheckSupport(true);
Material material = this.blurMaterial;
Shader shader = this.blurShader;
Material material2 = base.CheckShaderAndCreateMaterial(shader, material);
this.blurMaterial = material2;
Material material3 = this.depthFetchMaterial;
Shader shader2 = this.depthFetchShader;
Material material4 = base.CheckShaderAndCreateMaterial(shader2, material3);
this.depthFetchMaterial = material4;
Material material5 = this.creaseApplyMaterial;
Shader shader3 = this.creaseApplyShader;
Material material6 = base.CheckShaderAndCreateMaterial(shader3, material5);
this.creaseApplyMaterial = material6;
bool isSupported = this.isSupported;
if (!isSupported)
{
base.ReportAutoDisable();
}
return isSupported;
}
// Token: 0x06002EE9 RID: 12009 RVA: 0x000020D3 File Offset: 0x000002D3
[Token(Token = "0x6002EE9")]
[Address(RVA = "0xE92420", Offset = "0xE91220", VA = "0x180E92420")]
private void OnRenderImage(RenderTexture source, RenderTexture destination)
{
throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method.");
}
// Token: 0x06002EEA RID: 12010 RVA: 0x0006413C File Offset: 0x0006233C
[Token(Token = "0x6002EEA")]
[Address(RVA = "0xE92860", Offset = "0xE91660", VA = "0x180E92860")]
public CreaseShading()
{
}
// Token: 0x04003871 RID: 14449
[FieldOffset(Offset = "0x28")]
[Token(Token = "0x4003871")]
public float intensity = 0.5f;
// Token: 0x04003872 RID: 14450
[FieldOffset(Offset = "0x2C")]
[Token(Token = "0x4003872")]
public int softness = (int)((ulong)1L);
// Token: 0x04003873 RID: 14451
[FieldOffset(Offset = "0x30")]
[Token(Token = "0x4003873")]
public float spread = 1f;
// Token: 0x04003874 RID: 14452
[FieldOffset(Offset = "0x38")]
[Token(Token = "0x4003874")]
public Shader blurShader;
// Token: 0x04003875 RID: 14453
[FieldOffset(Offset = "0x40")]
[Token(Token = "0x4003875")]
private Material blurMaterial;
// Token: 0x04003876 RID: 14454
[FieldOffset(Offset = "0x48")]
[Token(Token = "0x4003876")]
public Shader depthFetchShader;
// Token: 0x04003877 RID: 14455
[FieldOffset(Offset = "0x50")]
[Token(Token = "0x4003877")]
private Material depthFetchMaterial;
// Token: 0x04003878 RID: 14456
[FieldOffset(Offset = "0x58")]
[Token(Token = "0x4003878")]
public Shader creaseApplyShader;
// Token: 0x04003879 RID: 14457
[FieldOffset(Offset = "0x60")]
[Token(Token = "0x4003879")]
private Material creaseApplyMaterial;
}
}