using System; using Cpp2IlInjected; using UnityEngine; namespace UnityStandardAssets.ImageEffects { // Token: 0x02000620 RID: 1568 [Token(Token = "0x2000620")] [ExecuteInEditMode] [AddComponentMenu("Image Effects/Rendering/Sun Shafts")] [RequireComponent(typeof(Camera))] public class SunShafts : PostEffectsBase { // Token: 0x0600321F RID: 12831 RVA: 0x0006C1FC File Offset: 0x0006A3FC [Token(Token = "0x600321F")] [Address(RVA = "0x989290", Offset = "0x988290", VA = "0x180989290", Slot = "4")] public override bool CheckResources() { bool flag = this.useDepthTexture; bool flag2 = base.CheckSupport(flag); Material material = this.sunShaftsMaterial; Shader shader = this.sunShaftsShader; Material material2 = base.CheckShaderAndCreateMaterial(shader, material); this.sunShaftsMaterial = material2; Material material3 = this.simpleClearMaterial; Shader shader2 = this.simpleClearShader; Material material4 = base.CheckShaderAndCreateMaterial(shader2, material3); this.simpleClearMaterial = material4; bool isSupported = this.isSupported; if (!isSupported) { base.ReportAutoDisable(); } return isSupported; } // Token: 0x06003220 RID: 12832 RVA: 0x000020D3 File Offset: 0x000002D3 [Token(Token = "0x6003220")] [Address(RVA = "0x989320", Offset = "0x988320", VA = "0x180989320")] private void OnRenderImage(RenderTexture source, RenderTexture destination) { throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method."); } // Token: 0x06003221 RID: 12833 RVA: 0x000020D3 File Offset: 0x000002D3 [Token(Token = "0x6003221")] [Address(RVA = "0x989D10", Offset = "0x988D10", VA = "0x180989D10")] public SunShafts() { throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method."); } // Token: 0x04003C2F RID: 15407 [FieldOffset(Offset = "0x28")] [Token(Token = "0x4003C2F")] public SunShafts.SunShaftsResolution resolution; // Token: 0x04003C30 RID: 15408 [FieldOffset(Offset = "0x2C")] [Token(Token = "0x4003C30")] public SunShafts.ShaftsScreenBlendMode screenBlendMode; // Token: 0x04003C31 RID: 15409 [FieldOffset(Offset = "0x30")] [Token(Token = "0x4003C31")] public Transform sunTransform; // Token: 0x04003C32 RID: 15410 [FieldOffset(Offset = "0x38")] [Token(Token = "0x4003C32")] public int radialBlurIterations; // Token: 0x04003C33 RID: 15411 [FieldOffset(Offset = "0x3C")] [Token(Token = "0x4003C33")] public Color sunColor; // Token: 0x04003C34 RID: 15412 [FieldOffset(Offset = "0x4C")] [Token(Token = "0x4003C34")] public Color sunThreshold; // Token: 0x04003C35 RID: 15413 [FieldOffset(Offset = "0x5C")] [Token(Token = "0x4003C35")] public float sunShaftBlurRadius; // Token: 0x04003C36 RID: 15414 [FieldOffset(Offset = "0x60")] [Token(Token = "0x4003C36")] public float sunShaftIntensity; // Token: 0x04003C37 RID: 15415 [FieldOffset(Offset = "0x64")] [Token(Token = "0x4003C37")] public float maxRadius; // Token: 0x04003C38 RID: 15416 [FieldOffset(Offset = "0x68")] [Token(Token = "0x4003C38")] public bool useDepthTexture; // Token: 0x04003C39 RID: 15417 [FieldOffset(Offset = "0x70")] [Token(Token = "0x4003C39")] public Shader sunShaftsShader; // Token: 0x04003C3A RID: 15418 [FieldOffset(Offset = "0x78")] [Token(Token = "0x4003C3A")] private Material sunShaftsMaterial; // Token: 0x04003C3B RID: 15419 [FieldOffset(Offset = "0x80")] [Token(Token = "0x4003C3B")] public Shader simpleClearShader; // Token: 0x04003C3C RID: 15420 [FieldOffset(Offset = "0x88")] [Token(Token = "0x4003C3C")] private Material simpleClearMaterial; // Token: 0x02000621 RID: 1569 [Token(Token = "0x2000621")] public enum SunShaftsResolution { // Token: 0x04003C3E RID: 15422 [Token(Token = "0x4003C3E")] Low, // Token: 0x04003C3F RID: 15423 [Token(Token = "0x4003C3F")] Normal, // Token: 0x04003C40 RID: 15424 [Token(Token = "0x4003C40")] High } // Token: 0x02000622 RID: 1570 [Token(Token = "0x2000622")] public enum ShaftsScreenBlendMode { // Token: 0x04003C42 RID: 15426 [Token(Token = "0x4003C42")] Screen, // Token: 0x04003C43 RID: 15427 [Token(Token = "0x4003C43")] Add } } }