using System; using Cpp2IlInjected; using UnityEngine; namespace UnityStandardAssets.ImageEffects { // Token: 0x020005C2 RID: 1474 [Token(Token = "0x20005C2")] [ExecuteInEditMode] [AddComponentMenu("Image Effects/Color Adjustments/Grayscale")] public class Grayscale : ImageEffectBase { // Token: 0x06002F43 RID: 12099 RVA: 0x000649A8 File Offset: 0x00062BA8 [Token(Token = "0x6002F43")] [Address(RVA = "0x11D6970", Offset = "0x11D5170", VA = "0x1811D6970")] private void OnRenderImage(RenderTexture source, RenderTexture destination) { Material material = base.material; Texture texture = this.textureRamp; material.SetTexture("_RampTex", texture); Material material2 = base.material; float num = this.rampOffset; material2.SetFloat("_RampOffset", num); Material material3 = base.material; Graphics.Blit(source, destination, material3); } // Token: 0x06002F44 RID: 12100 RVA: 0x00064A00 File Offset: 0x00062C00 [Token(Token = "0x6002F44")] [Address(RVA = "0x41E600", Offset = "0x41CE00", VA = "0x18041E600")] public Grayscale() { } // Token: 0x04003934 RID: 14644 [FieldOffset(Offset = "0x28")] [Token(Token = "0x4003934")] public Texture textureRamp; // Token: 0x04003935 RID: 14645 [FieldOffset(Offset = "0x30")] [Token(Token = "0x4003935")] [Range(-1f, 1f)] public float rampOffset; } }