using System; using Cpp2IlInjected; using UnityEngine; namespace UnityStandardAssets.ImageEffects { // Token: 0x020005B5 RID: 1461 [Token(Token = "0x20005B5")] [ExecuteInEditMode] [RequireComponent(typeof(Camera))] [AddComponentMenu("Image Effects/Edge Detection/Crease Shading")] public class CreaseShading : PostEffectsBase { // Token: 0x06002F1A RID: 12058 RVA: 0x000642A8 File Offset: 0x000624A8 [Token(Token = "0x6002F1A")] [Address(RVA = "0x10969C0", Offset = "0x10951C0", VA = "0x1810969C0", Slot = "4")] public override bool CheckResources() { bool flag = base.CheckSupport(true); Material material = this.blurMaterial; Shader shader = this.blurShader; Material material2 = base.CheckShaderAndCreateMaterial(shader, material); this.blurMaterial = material2; Material material3 = this.depthFetchMaterial; Shader shader2 = this.depthFetchShader; Material material4 = base.CheckShaderAndCreateMaterial(shader2, material3); this.depthFetchMaterial = material4; Material material5 = this.creaseApplyMaterial; Shader shader3 = this.creaseApplyShader; Material material6 = base.CheckShaderAndCreateMaterial(shader3, material5); this.creaseApplyMaterial = material6; bool isSupported = this.isSupported; if (!isSupported) { base.ReportAutoDisable(); } return isSupported; } // Token: 0x06002F1B RID: 12059 RVA: 0x000020D3 File Offset: 0x000002D3 [Token(Token = "0x6002F1B")] [Address(RVA = "0x1096A70", Offset = "0x1095270", VA = "0x181096A70")] private void OnRenderImage(RenderTexture source, RenderTexture destination) { throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method."); } // Token: 0x06002F1C RID: 12060 RVA: 0x00064338 File Offset: 0x00062538 [Token(Token = "0x6002F1C")] [Address(RVA = "0x1096EB0", Offset = "0x10956B0", VA = "0x181096EB0")] public CreaseShading() { } // Token: 0x040038B3 RID: 14515 [FieldOffset(Offset = "0x28")] [Token(Token = "0x40038B3")] public float intensity = 0.5f; // Token: 0x040038B4 RID: 14516 [FieldOffset(Offset = "0x2C")] [Token(Token = "0x40038B4")] public int softness = (int)((ulong)1L); // Token: 0x040038B5 RID: 14517 [FieldOffset(Offset = "0x30")] [Token(Token = "0x40038B5")] public float spread = 1f; // Token: 0x040038B6 RID: 14518 [FieldOffset(Offset = "0x38")] [Token(Token = "0x40038B6")] public Shader blurShader; // Token: 0x040038B7 RID: 14519 [FieldOffset(Offset = "0x40")] [Token(Token = "0x40038B7")] private Material blurMaterial; // Token: 0x040038B8 RID: 14520 [FieldOffset(Offset = "0x48")] [Token(Token = "0x40038B8")] public Shader depthFetchShader; // Token: 0x040038B9 RID: 14521 [FieldOffset(Offset = "0x50")] [Token(Token = "0x40038B9")] private Material depthFetchMaterial; // Token: 0x040038BA RID: 14522 [FieldOffset(Offset = "0x58")] [Token(Token = "0x40038BA")] public Shader creaseApplyShader; // Token: 0x040038BB RID: 14523 [FieldOffset(Offset = "0x60")] [Token(Token = "0x40038BB")] private Material creaseApplyMaterial; } }