Add v1.0.3.1
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@@ -0,0 +1,150 @@
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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: 0x020005C8 RID: 1480
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[Token(Token = "0x20005C8")]
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[ExecuteInEditMode]
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[RequireComponent(typeof(Camera))]
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[AddComponentMenu("Image Effects/Rendering/Sun Shafts")]
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public class SunShafts : PostEffectsBase
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{
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// Token: 0x06002F56 RID: 12118 RVA: 0x00064F2C File Offset: 0x0006312C
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[Token(Token = "0x6002F56")]
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[Address(RVA = "0xAB8770", Offset = "0xAB7570", VA = "0x180AB8770", Slot = "4")]
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public override bool CheckResources()
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{
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bool flag = this.useDepthTexture;
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bool flag2 = base.CheckSupport(flag);
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Material material = this.sunShaftsMaterial;
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Shader shader = this.sunShaftsShader;
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Material material2 = base.CheckShaderAndCreateMaterial(shader, material);
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this.sunShaftsMaterial = material2;
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Material material3 = this.simpleClearMaterial;
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Shader shader2 = this.simpleClearShader;
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Material material4 = base.CheckShaderAndCreateMaterial(shader2, material3);
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this.simpleClearMaterial = material4;
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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: 0x06002F57 RID: 12119 RVA: 0x000020D3 File Offset: 0x000002D3
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[Token(Token = "0x6002F57")]
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[Address(RVA = "0xAB8800", Offset = "0xAB7600", VA = "0x180AB8800")]
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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: 0x06002F58 RID: 12120 RVA: 0x000020D3 File Offset: 0x000002D3
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[Token(Token = "0x6002F58")]
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[Address(RVA = "0xAB91F0", Offset = "0xAB7FF0", VA = "0x180AB91F0")]
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public SunShafts()
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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: 0x04003945 RID: 14661
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[FieldOffset(Offset = "0x28")]
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[Token(Token = "0x4003945")]
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public SunShafts.SunShaftsResolution resolution;
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// Token: 0x04003946 RID: 14662
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[FieldOffset(Offset = "0x2C")]
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[Token(Token = "0x4003946")]
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public SunShafts.ShaftsScreenBlendMode screenBlendMode;
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// Token: 0x04003947 RID: 14663
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[FieldOffset(Offset = "0x30")]
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[Token(Token = "0x4003947")]
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public Transform sunTransform;
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// Token: 0x04003948 RID: 14664
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[FieldOffset(Offset = "0x38")]
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[Token(Token = "0x4003948")]
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public int radialBlurIterations;
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// Token: 0x04003949 RID: 14665
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[FieldOffset(Offset = "0x3C")]
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[Token(Token = "0x4003949")]
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public Color sunColor;
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// Token: 0x0400394A RID: 14666
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[FieldOffset(Offset = "0x4C")]
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[Token(Token = "0x400394A")]
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public Color sunThreshold;
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// Token: 0x0400394B RID: 14667
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[FieldOffset(Offset = "0x5C")]
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[Token(Token = "0x400394B")]
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public float sunShaftBlurRadius;
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// Token: 0x0400394C RID: 14668
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[FieldOffset(Offset = "0x60")]
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[Token(Token = "0x400394C")]
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public float sunShaftIntensity;
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// Token: 0x0400394D RID: 14669
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[FieldOffset(Offset = "0x64")]
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[Token(Token = "0x400394D")]
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public float maxRadius;
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// Token: 0x0400394E RID: 14670
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[FieldOffset(Offset = "0x68")]
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[Token(Token = "0x400394E")]
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public bool useDepthTexture;
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// Token: 0x0400394F RID: 14671
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[FieldOffset(Offset = "0x70")]
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[Token(Token = "0x400394F")]
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public Shader sunShaftsShader;
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// Token: 0x04003950 RID: 14672
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[FieldOffset(Offset = "0x78")]
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[Token(Token = "0x4003950")]
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private Material sunShaftsMaterial;
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// Token: 0x04003951 RID: 14673
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[FieldOffset(Offset = "0x80")]
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[Token(Token = "0x4003951")]
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public Shader simpleClearShader;
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// Token: 0x04003952 RID: 14674
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[FieldOffset(Offset = "0x88")]
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[Token(Token = "0x4003952")]
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private Material simpleClearMaterial;
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// Token: 0x020005C9 RID: 1481
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[Token(Token = "0x20005C9")]
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public enum SunShaftsResolution
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{
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// Token: 0x04003954 RID: 14676
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[Token(Token = "0x4003954")]
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Low,
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// Token: 0x04003955 RID: 14677
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[Token(Token = "0x4003955")]
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Normal,
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// Token: 0x04003956 RID: 14678
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[Token(Token = "0x4003956")]
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High
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}
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// Token: 0x020005CA RID: 1482
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[Token(Token = "0x20005CA")]
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public enum ShaftsScreenBlendMode
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{
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// Token: 0x04003958 RID: 14680
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[Token(Token = "0x4003958")]
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Screen,
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// Token: 0x04003959 RID: 14681
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[Token(Token = "0x4003959")]
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Add
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}
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}
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}
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