using System; using Cpp2IlInjected; namespace UnityEngine.PostProcessing { // Token: 0x02000579 RID: 1401 [Token(Token = "0x2000579")] public sealed class GrainComponent : PostProcessingComponentRenderTexture { // Token: 0x17000353 RID: 851 // (get) Token: 0x06003009 RID: 12297 RVA: 0x000020D3 File Offset: 0x000002D3 [Token(Token = "0x17000353")] public override bool active { [Token(Token = "0x6003009")] [Address(RVA = "0x16425C0", Offset = "0x16415C0", VA = "0x1816425C0", Slot = "5")] get { throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method."); } } // Token: 0x0600300A RID: 12298 RVA: 0x000020D3 File Offset: 0x000002D3 [Token(Token = "0x600300A")] [Address(RVA = "0xB99970", Offset = "0xB98970", VA = "0x180B99970", Slot = "7")] public override void OnDisable() { throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method."); } // Token: 0x0600300B RID: 12299 RVA: 0x000020D3 File Offset: 0x000002D3 [Token(Token = "0x600300B")] [Address(RVA = "0x16420E0", Offset = "0x16410E0", VA = "0x1816420E0", Slot = "10")] public override void Prepare(Material uberMaterial) { throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method."); } // Token: 0x0600300C RID: 12300 RVA: 0x00068BC8 File Offset: 0x00066DC8 [Token(Token = "0x600300C")] [Address(RVA = "0x1642580", Offset = "0x1641580", VA = "0x181642580")] public GrainComponent() { } // Token: 0x04003869 RID: 14441 [FieldOffset(Offset = "0x20")] [Token(Token = "0x4003869")] private RenderTexture m_GrainLookupRT; // Token: 0x0200057A RID: 1402 [Token(Token = "0x200057A")] private static class Uniforms { // Token: 0x0400386A RID: 14442 [Token(Token = "0x400386A")] internal static readonly int _Grain_Params1 = Shader.PropertyToID("_Grain_Params1"); // Token: 0x0400386B RID: 14443 [Token(Token = "0x400386B")] internal static readonly int _Grain_Params2 = Shader.PropertyToID("_Grain_Params2"); // Token: 0x0400386C RID: 14444 [Token(Token = "0x400386C")] internal static readonly int _GrainTex = Shader.PropertyToID("_GrainTex"); // Token: 0x0400386D RID: 14445 [Token(Token = "0x400386D")] internal static readonly int _Phase = Shader.PropertyToID("_Phase"); } } }