using System; using Cpp2IlInjected; namespace UnityEngine.PostProcessing { // Token: 0x02000516 RID: 1302 [Token(Token = "0x2000516")] public sealed class BloomComponent : PostProcessingComponentRenderTexture { // Token: 0x1700031C RID: 796 // (get) Token: 0x06002D18 RID: 11544 RVA: 0x000020D3 File Offset: 0x000002D3 [Token(Token = "0x1700031C")] public override bool active { [Token(Token = "0x6002D18")] [Address(RVA = "0xE4CA30", Offset = "0xE4B230", VA = "0x180E4CA30", Slot = "5")] get { throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method."); } } // Token: 0x06002D19 RID: 11545 RVA: 0x000020D3 File Offset: 0x000002D3 [Token(Token = "0x6002D19")] [Address(RVA = "0xE4BDB0", Offset = "0xE4A5B0", VA = "0x180E4BDB0")] public void Prepare(RenderTexture source, Material uberMaterial, Texture autoExposure) { throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method."); } // Token: 0x06002D1A RID: 11546 RVA: 0x0006151C File Offset: 0x0005F71C [Token(Token = "0x6002D1A")] [Address(RVA = "0xE4C9A0", Offset = "0xE4B1A0", VA = "0x180E4C9A0")] public BloomComponent() { RenderTexture[] array = new RenderTexture[16]; this.m_BlurBuffer1 = array; RenderTexture[] array2 = new RenderTexture[16]; this.m_BlurBuffer2 = array2; base..ctor(); } // Token: 0x0400355A RID: 13658 [Token(Token = "0x400355A")] private const int k_MaxPyramidBlurLevel = 16; // Token: 0x0400355B RID: 13659 [FieldOffset(Offset = "0x20")] [Token(Token = "0x400355B")] private readonly RenderTexture[] m_BlurBuffer1; // Token: 0x0400355C RID: 13660 [FieldOffset(Offset = "0x28")] [Token(Token = "0x400355C")] private readonly RenderTexture[] m_BlurBuffer2; // Token: 0x02000517 RID: 1303 [Token(Token = "0x2000517")] private static class Uniforms { // Token: 0x0400355D RID: 13661 [Token(Token = "0x400355D")] internal static readonly int _AutoExposure = Shader.PropertyToID("_AutoExposure"); // Token: 0x0400355E RID: 13662 [Token(Token = "0x400355E")] internal static readonly int _Threshold = Shader.PropertyToID("_Threshold"); // Token: 0x0400355F RID: 13663 [Token(Token = "0x400355F")] internal static readonly int _Curve = Shader.PropertyToID("_Curve"); // Token: 0x04003560 RID: 13664 [Token(Token = "0x4003560")] internal static readonly int _PrefilterOffs = Shader.PropertyToID("_PrefilterOffs"); // Token: 0x04003561 RID: 13665 [Token(Token = "0x4003561")] internal static readonly int _SampleScale = Shader.PropertyToID("_SampleScale"); // Token: 0x04003562 RID: 13666 [Token(Token = "0x4003562")] internal static readonly int _BaseTex = Shader.PropertyToID("_BaseTex"); // Token: 0x04003563 RID: 13667 [Token(Token = "0x4003563")] internal static readonly int _BloomTex = Shader.PropertyToID("_BloomTex"); // Token: 0x04003564 RID: 13668 [Token(Token = "0x4003564")] internal static readonly int _Bloom_Settings = Shader.PropertyToID("_Bloom_Settings"); // Token: 0x04003565 RID: 13669 [Token(Token = "0x4003565")] internal static readonly int _Bloom_DirtTex = Shader.PropertyToID("_Bloom_DirtTex"); // Token: 0x04003566 RID: 13670 [Token(Token = "0x4003566")] internal static readonly int _Bloom_DirtIntensity = Shader.PropertyToID("_Bloom_DirtIntensity"); } } }