using System; using Cpp2IlInjected; using UnityEngine; namespace UnityStandardAssets.ImageEffects { // Token: 0x0200059B RID: 1435 [Token(Token = "0x200059B")] [ExecuteInEditMode] [RequireComponent(typeof(Camera))] [AddComponentMenu("Image Effects/Other/Antialiasing")] public class Antialiasing : PostEffectsBase { // Token: 0x06002ECD RID: 11981 RVA: 0x000020D3 File Offset: 0x000002D3 [Token(Token = "0x6002ECD")] [Address(RVA = "0xB662A0", Offset = "0xB64AA0", VA = "0x180B662A0")] public Material CurrentAAMaterial() { throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method."); } // Token: 0x06002ECE RID: 11982 RVA: 0x00063780 File Offset: 0x00061980 [Token(Token = "0x6002ECE")] [Address(RVA = "0xB66120", Offset = "0xB64920", VA = "0x180B66120", Slot = "4")] public override bool CheckResources() { int num = 0; bool flag = base.CheckSupport(num != 0); Material material = this.materialFXAAPreset2; Shader shader = this.shaderFXAAPreset2; Material material2 = base.CreateMaterial(shader, material); this.materialFXAAPreset2 = material2; Material material3 = this.materialFXAAPreset3; Shader shader2 = this.shaderFXAAPreset3; Material material4 = base.CreateMaterial(shader2, material3); this.materialFXAAPreset3 = material4; Material material5 = this.materialFXAAII; Shader shader3 = this.shaderFXAAII; Material material6 = base.CreateMaterial(shader3, material5); this.materialFXAAII = material6; Material material7 = this.materialFXAAIII; Shader shader4 = this.shaderFXAAIII; Material material8 = base.CreateMaterial(shader4, material7); this.materialFXAAIII = material8; Material material9 = this.nfaa; Shader shader5 = this.nfaaShader; Material material10 = base.CreateMaterial(shader5, material9); this.nfaa = material10; Material material11 = this.ssaa; Shader shader6 = this.ssaaShader; Material material12 = base.CreateMaterial(shader6, material11); this.ssaa = material12; Material material13 = this.dlaa; Shader shader7 = this.dlaaShader; Material material14 = base.CreateMaterial(shader7, material13); this.dlaa = material14; if (!this.ssaaShader.isSupported) { base.NotSupported(); base.ReportAutoDisable(); } return this.isSupported; } // Token: 0x06002ECF RID: 11983 RVA: 0x000020D3 File Offset: 0x000002D3 [Token(Token = "0x6002ECF")] [Address(RVA = "0xB66310", Offset = "0xB64B10", VA = "0x180B66310")] public void OnRenderImage(RenderTexture source, RenderTexture destination) { throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method."); } // Token: 0x06002ED0 RID: 11984 RVA: 0x000638B8 File Offset: 0x00061AB8 [Token(Token = "0x6002ED0")] [Address(RVA = "0xB66850", Offset = "0xB65050", VA = "0x180B66850")] public Antialiasing() { } // Token: 0x040037C9 RID: 14281 [FieldOffset(Offset = "0x28")] [Token(Token = "0x40037C9")] public AAMode mode = (AAMode)((ulong)1L); // Token: 0x040037CA RID: 14282 [FieldOffset(Offset = "0x2C")] [Token(Token = "0x40037CA")] public bool showGeneratedNormals; // Token: 0x040037CB RID: 14283 [FieldOffset(Offset = "0x30")] [Token(Token = "0x40037CB")] public float offsetScale = 0.2f; // Token: 0x040037CC RID: 14284 [FieldOffset(Offset = "0x34")] [Token(Token = "0x40037CC")] public float blurRadius = 18f; // Token: 0x040037CD RID: 14285 [FieldOffset(Offset = "0x38")] [Token(Token = "0x40037CD")] public float edgeThresholdMin = 0.05f; // Token: 0x040037CE RID: 14286 [FieldOffset(Offset = "0x3C")] [Token(Token = "0x40037CE")] public float edgeThreshold = 0.2f; // Token: 0x040037CF RID: 14287 [FieldOffset(Offset = "0x40")] [Token(Token = "0x40037CF")] public float edgeSharpness = 4f; // Token: 0x040037D0 RID: 14288 [FieldOffset(Offset = "0x44")] [Token(Token = "0x40037D0")] public bool dlaaSharp; // Token: 0x040037D1 RID: 14289 [FieldOffset(Offset = "0x48")] [Token(Token = "0x40037D1")] public Shader ssaaShader; // Token: 0x040037D2 RID: 14290 [FieldOffset(Offset = "0x50")] [Token(Token = "0x40037D2")] private Material ssaa; // Token: 0x040037D3 RID: 14291 [FieldOffset(Offset = "0x58")] [Token(Token = "0x40037D3")] public Shader dlaaShader; // Token: 0x040037D4 RID: 14292 [FieldOffset(Offset = "0x60")] [Token(Token = "0x40037D4")] private Material dlaa; // Token: 0x040037D5 RID: 14293 [FieldOffset(Offset = "0x68")] [Token(Token = "0x40037D5")] public Shader nfaaShader; // Token: 0x040037D6 RID: 14294 [FieldOffset(Offset = "0x70")] [Token(Token = "0x40037D6")] private Material nfaa; // Token: 0x040037D7 RID: 14295 [FieldOffset(Offset = "0x78")] [Token(Token = "0x40037D7")] public Shader shaderFXAAPreset2; // Token: 0x040037D8 RID: 14296 [FieldOffset(Offset = "0x80")] [Token(Token = "0x40037D8")] private Material materialFXAAPreset2; // Token: 0x040037D9 RID: 14297 [FieldOffset(Offset = "0x88")] [Token(Token = "0x40037D9")] public Shader shaderFXAAPreset3; // Token: 0x040037DA RID: 14298 [FieldOffset(Offset = "0x90")] [Token(Token = "0x40037DA")] private Material materialFXAAPreset3; // Token: 0x040037DB RID: 14299 [FieldOffset(Offset = "0x98")] [Token(Token = "0x40037DB")] public Shader shaderFXAAII; // Token: 0x040037DC RID: 14300 [FieldOffset(Offset = "0xA0")] [Token(Token = "0x40037DC")] private Material materialFXAAII; // Token: 0x040037DD RID: 14301 [FieldOffset(Offset = "0xA8")] [Token(Token = "0x40037DD")] public Shader shaderFXAAIII; // Token: 0x040037DE RID: 14302 [FieldOffset(Offset = "0xB0")] [Token(Token = "0x40037DE")] private Material materialFXAAIII; } }