using System; using Cpp2IlInjected; namespace UnityEngine.PostProcessing { // Token: 0x02000571 RID: 1393 [Token(Token = "0x2000571")] public sealed class DitheringComponent : PostProcessingComponentRenderTexture { // Token: 0x1700034F RID: 847 // (get) Token: 0x06002FEF RID: 12271 RVA: 0x000020D3 File Offset: 0x000002D3 [Token(Token = "0x1700034F")] public override bool active { [Token(Token = "0x6002FEF")] [Address(RVA = "0x17E0BF0", Offset = "0x17DFBF0", VA = "0x1817E0BF0", Slot = "5")] get { throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method."); } } // Token: 0x06002FF0 RID: 12272 RVA: 0x000020D3 File Offset: 0x000002D3 [Token(Token = "0x6002FF0")] [Address(RVA = "0x17E0840", Offset = "0x17DF840", VA = "0x1817E0840", Slot = "7")] public override void OnDisable() { throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method."); } // Token: 0x06002FF1 RID: 12273 RVA: 0x000020D3 File Offset: 0x000002D3 [Token(Token = "0x6002FF1")] [Address(RVA = "0x17E0700", Offset = "0x17DF700", VA = "0x1817E0700")] private void LoadNoiseTextures() { throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method."); } // Token: 0x06002FF2 RID: 12274 RVA: 0x000020D3 File Offset: 0x000002D3 [Token(Token = "0x6002FF2")] [Address(RVA = "0x17E0860", Offset = "0x17DF860", VA = "0x1817E0860", Slot = "10")] public override void Prepare(Material uberMaterial) { throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method."); } // Token: 0x06002FF3 RID: 12275 RVA: 0x00068970 File Offset: 0x00066B70 [Token(Token = "0x6002FF3")] [Address(RVA = "0x17E0BB0", Offset = "0x17DFBB0", VA = "0x1817E0BB0")] public DitheringComponent() { } // Token: 0x0400384B RID: 14411 [FieldOffset(Offset = "0x20")] [Token(Token = "0x400384B")] private Texture2D[] noiseTextures; // Token: 0x0400384C RID: 14412 [FieldOffset(Offset = "0x28")] [Token(Token = "0x400384C")] private int textureIndex; // Token: 0x0400384D RID: 14413 [Token(Token = "0x400384D")] private const int k_TextureCount = 64; // Token: 0x02000572 RID: 1394 [Token(Token = "0x2000572")] private static class Uniforms { // Token: 0x0400384E RID: 14414 [Token(Token = "0x400384E")] internal static readonly int _DitheringTex = Shader.PropertyToID("_DitheringTex"); // Token: 0x0400384F RID: 14415 [Token(Token = "0x400384F")] internal static readonly int _DitheringCoords = Shader.PropertyToID("_DitheringCoords"); } } }