Add v1.0.3.1
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@@ -0,0 +1,46 @@
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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: 0x020005B9 RID: 1465
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[Token(Token = "0x20005B9")]
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[ExecuteInEditMode]
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[AddComponentMenu("Image Effects/Color Adjustments/Grayscale")]
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public class Grayscale : ImageEffectBase
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{
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// Token: 0x06002F11 RID: 12049 RVA: 0x000647AC File Offset: 0x000629AC
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[Token(Token = "0x6002F11")]
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[Address(RVA = "0x1173930", Offset = "0x1172730", VA = "0x181173930")]
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private void OnRenderImage(RenderTexture source, RenderTexture destination)
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{
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Material material = base.material;
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Texture texture = this.textureRamp;
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material.SetTexture("_RampTex", texture);
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Material material2 = base.material;
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float num = this.rampOffset;
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material2.SetFloat("_RampOffset", num);
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Material material3 = base.material;
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Graphics.Blit(source, destination, material3);
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}
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// Token: 0x06002F12 RID: 12050 RVA: 0x00064804 File Offset: 0x00062A04
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[Token(Token = "0x6002F12")]
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[Address(RVA = "0x3FBF80", Offset = "0x3FAD80", VA = "0x1803FBF80")]
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public Grayscale()
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{
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}
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// Token: 0x040038F2 RID: 14578
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[FieldOffset(Offset = "0x28")]
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[Token(Token = "0x40038F2")]
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public Texture textureRamp;
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// Token: 0x040038F3 RID: 14579
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[FieldOffset(Offset = "0x30")]
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[Token(Token = "0x40038F3")]
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[Range(-1f, 1f)]
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public float rampOffset;
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}
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}
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