using System; using Cpp2IlInjected; using UnityEngine; namespace UnityStandardAssets.ImageEffects { // Token: 0x020005C0 RID: 1472 [Token(Token = "0x20005C0")] [ExecuteInEditMode] [AddComponentMenu("Image Effects/Displacement/Fisheye")] [RequireComponent(typeof(Camera))] public class Fisheye : PostEffectsBase { // Token: 0x06002F3D RID: 12093 RVA: 0x000648B0 File Offset: 0x00062AB0 [Token(Token = "0x6002F3D")] [Address(RVA = "0x4D2B20", Offset = "0x4D1320", VA = "0x1804D2B20", Slot = "4")] public override bool CheckResources() { int num = 0; bool flag = base.CheckSupport(num != 0); Material material = this.fisheyeMaterial; Shader shader = this.fishEyeShader; Material material2 = base.CheckShaderAndCreateMaterial(shader, material); this.fisheyeMaterial = material2; bool isSupported = this.isSupported; if (!isSupported) { base.ReportAutoDisable(); } return isSupported; } // Token: 0x06002F3E RID: 12094 RVA: 0x000020D3 File Offset: 0x000002D3 [Token(Token = "0x6002F3E")] [Address(RVA = "0x4D2B80", Offset = "0x4D1380", VA = "0x1804D2B80")] private void OnRenderImage(RenderTexture source, RenderTexture destination) { throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method."); } // Token: 0x06002F3F RID: 12095 RVA: 0x000648FC File Offset: 0x00062AFC [Token(Token = "0x6002F3F")] [Address(RVA = "0x4D2D30", Offset = "0x4D1530", VA = "0x1804D2D30")] public Fisheye() { } // Token: 0x04003927 RID: 14631 [FieldOffset(Offset = "0x28")] [Token(Token = "0x4003927")] [Range(0f, 1.5f)] public float strengthX = 0.05f; // Token: 0x04003928 RID: 14632 [FieldOffset(Offset = "0x2C")] [Token(Token = "0x4003928")] [Range(0f, 1.5f)] public float strengthY = 0.05f; // Token: 0x04003929 RID: 14633 [FieldOffset(Offset = "0x30")] [Token(Token = "0x4003929")] public Shader fishEyeShader; // Token: 0x0400392A RID: 14634 [FieldOffset(Offset = "0x38")] [Token(Token = "0x400392A")] private Material fisheyeMaterial; } }