using System; using Cpp2IlInjected; namespace UnityEngine.PostProcessing { // Token: 0x02000565 RID: 1381 [Token(Token = "0x2000565")] public sealed class BloomComponent : PostProcessingComponentRenderTexture { // Token: 0x17000347 RID: 839 // (get) Token: 0x06002FAF RID: 12207 RVA: 0x000020D3 File Offset: 0x000002D3 [Token(Token = "0x17000347")] public override bool active { [Token(Token = "0x6002FAF")] [Address(RVA = "0x7B01E0", Offset = "0x7AF1E0", VA = "0x1807B01E0", Slot = "5")] get { throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method."); } } // Token: 0x06002FB0 RID: 12208 RVA: 0x000020D3 File Offset: 0x000002D3 [Token(Token = "0x6002FB0")] [Address(RVA = "0x7AF560", Offset = "0x7AE560", VA = "0x1807AF560")] public void Prepare(RenderTexture source, Material uberMaterial, Texture autoExposure) { throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method."); } // Token: 0x06002FB1 RID: 12209 RVA: 0x00068484 File Offset: 0x00066684 [Token(Token = "0x6002FB1")] [Address(RVA = "0x7B0150", Offset = "0x7AF150", VA = "0x1807B0150")] public BloomComponent() { RenderTexture[] array = new RenderTexture[16]; this.m_BlurBuffer1 = array; RenderTexture[] array2 = new RenderTexture[16]; this.m_BlurBuffer2 = array2; base..ctor(); } // Token: 0x04003802 RID: 14338 [Token(Token = "0x4003802")] private const int k_MaxPyramidBlurLevel = 16; // Token: 0x04003803 RID: 14339 [FieldOffset(Offset = "0x20")] [Token(Token = "0x4003803")] private readonly RenderTexture[] m_BlurBuffer1; // Token: 0x04003804 RID: 14340 [FieldOffset(Offset = "0x28")] [Token(Token = "0x4003804")] private readonly RenderTexture[] m_BlurBuffer2; // Token: 0x02000566 RID: 1382 [Token(Token = "0x2000566")] private static class Uniforms { // Token: 0x04003805 RID: 14341 [Token(Token = "0x4003805")] internal static readonly int _AutoExposure = Shader.PropertyToID("_AutoExposure"); // Token: 0x04003806 RID: 14342 [Token(Token = "0x4003806")] internal static readonly int _Threshold = Shader.PropertyToID("_Threshold"); // Token: 0x04003807 RID: 14343 [Token(Token = "0x4003807")] internal static readonly int _Curve = Shader.PropertyToID("_Curve"); // Token: 0x04003808 RID: 14344 [Token(Token = "0x4003808")] internal static readonly int _PrefilterOffs = Shader.PropertyToID("_PrefilterOffs"); // Token: 0x04003809 RID: 14345 [Token(Token = "0x4003809")] internal static readonly int _SampleScale = Shader.PropertyToID("_SampleScale"); // Token: 0x0400380A RID: 14346 [Token(Token = "0x400380A")] internal static readonly int _BaseTex = Shader.PropertyToID("_BaseTex"); // Token: 0x0400380B RID: 14347 [Token(Token = "0x400380B")] internal static readonly int _BloomTex = Shader.PropertyToID("_BloomTex"); // Token: 0x0400380C RID: 14348 [Token(Token = "0x400380C")] internal static readonly int _Bloom_Settings = Shader.PropertyToID("_Bloom_Settings"); // Token: 0x0400380D RID: 14349 [Token(Token = "0x400380D")] internal static readonly int _Bloom_DirtTex = Shader.PropertyToID("_Bloom_DirtTex"); // Token: 0x0400380E RID: 14350 [Token(Token = "0x400380E")] internal static readonly int _Bloom_DirtIntensity = Shader.PropertyToID("_Bloom_DirtIntensity"); } } }