Add v1.0.3.1
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@@ -0,0 +1,100 @@
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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: 0x020005AC RID: 1452
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[Token(Token = "0x20005AC")]
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[ExecuteInEditMode]
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[AddComponentMenu("Image Effects/Edge Detection/Crease Shading")]
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[RequireComponent(typeof(Camera))]
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public class CreaseShading : PostEffectsBase
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{
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// Token: 0x06002EE8 RID: 12008 RVA: 0x000640AC File Offset: 0x000622AC
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[Token(Token = "0x6002EE8")]
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[Address(RVA = "0xE92370", Offset = "0xE91170", VA = "0x180E92370", Slot = "4")]
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public override bool CheckResources()
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{
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bool flag = base.CheckSupport(true);
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Material material = this.blurMaterial;
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Shader shader = this.blurShader;
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Material material2 = base.CheckShaderAndCreateMaterial(shader, material);
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this.blurMaterial = material2;
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Material material3 = this.depthFetchMaterial;
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Shader shader2 = this.depthFetchShader;
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Material material4 = base.CheckShaderAndCreateMaterial(shader2, material3);
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this.depthFetchMaterial = material4;
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Material material5 = this.creaseApplyMaterial;
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Shader shader3 = this.creaseApplyShader;
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Material material6 = base.CheckShaderAndCreateMaterial(shader3, material5);
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this.creaseApplyMaterial = material6;
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bool isSupported = this.isSupported;
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if (!isSupported)
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{
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base.ReportAutoDisable();
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}
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return isSupported;
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}
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// Token: 0x06002EE9 RID: 12009 RVA: 0x000020D3 File Offset: 0x000002D3
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[Token(Token = "0x6002EE9")]
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[Address(RVA = "0xE92420", Offset = "0xE91220", VA = "0x180E92420")]
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private 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: 0x06002EEA RID: 12010 RVA: 0x0006413C File Offset: 0x0006233C
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[Token(Token = "0x6002EEA")]
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[Address(RVA = "0xE92860", Offset = "0xE91660", VA = "0x180E92860")]
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public CreaseShading()
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{
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}
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// Token: 0x04003871 RID: 14449
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[FieldOffset(Offset = "0x28")]
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[Token(Token = "0x4003871")]
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public float intensity = 0.5f;
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// Token: 0x04003872 RID: 14450
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[FieldOffset(Offset = "0x2C")]
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[Token(Token = "0x4003872")]
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public int softness = (int)((ulong)1L);
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// Token: 0x04003873 RID: 14451
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[FieldOffset(Offset = "0x30")]
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[Token(Token = "0x4003873")]
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public float spread = 1f;
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// Token: 0x04003874 RID: 14452
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[FieldOffset(Offset = "0x38")]
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[Token(Token = "0x4003874")]
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public Shader blurShader;
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// Token: 0x04003875 RID: 14453
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[FieldOffset(Offset = "0x40")]
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[Token(Token = "0x4003875")]
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private Material blurMaterial;
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// Token: 0x04003876 RID: 14454
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[FieldOffset(Offset = "0x48")]
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[Token(Token = "0x4003876")]
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public Shader depthFetchShader;
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// Token: 0x04003877 RID: 14455
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[FieldOffset(Offset = "0x50")]
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[Token(Token = "0x4003877")]
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private Material depthFetchMaterial;
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// Token: 0x04003878 RID: 14456
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[FieldOffset(Offset = "0x58")]
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[Token(Token = "0x4003878")]
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public Shader creaseApplyShader;
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// Token: 0x04003879 RID: 14457
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[FieldOffset(Offset = "0x60")]
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[Token(Token = "0x4003879")]
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private Material creaseApplyMaterial;
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}
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}
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