using System; using Cpp2IlInjected; using UnityEngine; namespace UnityStandardAssets.ImageEffects { // Token: 0x020005D1 RID: 1489 [Token(Token = "0x20005D1")] [ExecuteInEditMode] [AddComponentMenu("Image Effects/Rendering/Sun Shafts")] [RequireComponent(typeof(Camera))] public class SunShafts : PostEffectsBase { // Token: 0x06002F88 RID: 12168 RVA: 0x0006513C File Offset: 0x0006333C [Token(Token = "0x6002F88")] [Address(RVA = "0xB1CE60", Offset = "0xB1B660", VA = "0x180B1CE60", Slot = "4")] public override bool CheckResources() { bool flag = this.useDepthTexture; bool flag2 = base.CheckSupport(flag); Material material = this.sunShaftsMaterial; Shader shader = this.sunShaftsShader; Material material2 = base.CheckShaderAndCreateMaterial(shader, material); this.sunShaftsMaterial = material2; Material material3 = this.simpleClearMaterial; Shader shader2 = this.simpleClearShader; Material material4 = base.CheckShaderAndCreateMaterial(shader2, material3); this.simpleClearMaterial = material4; bool isSupported = this.isSupported; if (!isSupported) { base.ReportAutoDisable(); } return isSupported; } // Token: 0x06002F89 RID: 12169 RVA: 0x000020D3 File Offset: 0x000002D3 [Token(Token = "0x6002F89")] [Address(RVA = "0xB1CEF0", Offset = "0xB1B6F0", VA = "0x180B1CEF0")] private void OnRenderImage(RenderTexture source, RenderTexture destination) { throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method."); } // Token: 0x06002F8A RID: 12170 RVA: 0x000020D3 File Offset: 0x000002D3 [Token(Token = "0x6002F8A")] [Address(RVA = "0xB1D8E0", Offset = "0xB1C0E0", VA = "0x180B1D8E0")] public SunShafts() { throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method."); } // Token: 0x04003987 RID: 14727 [FieldOffset(Offset = "0x28")] [Token(Token = "0x4003987")] public SunShafts.SunShaftsResolution resolution; // Token: 0x04003988 RID: 14728 [FieldOffset(Offset = "0x2C")] [Token(Token = "0x4003988")] public SunShafts.ShaftsScreenBlendMode screenBlendMode; // Token: 0x04003989 RID: 14729 [FieldOffset(Offset = "0x30")] [Token(Token = "0x4003989")] public Transform sunTransform; // Token: 0x0400398A RID: 14730 [FieldOffset(Offset = "0x38")] [Token(Token = "0x400398A")] public int radialBlurIterations; // Token: 0x0400398B RID: 14731 [FieldOffset(Offset = "0x3C")] [Token(Token = "0x400398B")] public Color sunColor; // Token: 0x0400398C RID: 14732 [FieldOffset(Offset = "0x4C")] [Token(Token = "0x400398C")] public Color sunThreshold; // Token: 0x0400398D RID: 14733 [FieldOffset(Offset = "0x5C")] [Token(Token = "0x400398D")] public float sunShaftBlurRadius; // Token: 0x0400398E RID: 14734 [FieldOffset(Offset = "0x60")] [Token(Token = "0x400398E")] public float sunShaftIntensity; // Token: 0x0400398F RID: 14735 [FieldOffset(Offset = "0x64")] [Token(Token = "0x400398F")] public float maxRadius; // Token: 0x04003990 RID: 14736 [FieldOffset(Offset = "0x68")] [Token(Token = "0x4003990")] public bool useDepthTexture; // Token: 0x04003991 RID: 14737 [FieldOffset(Offset = "0x70")] [Token(Token = "0x4003991")] public Shader sunShaftsShader; // Token: 0x04003992 RID: 14738 [FieldOffset(Offset = "0x78")] [Token(Token = "0x4003992")] private Material sunShaftsMaterial; // Token: 0x04003993 RID: 14739 [FieldOffset(Offset = "0x80")] [Token(Token = "0x4003993")] public Shader simpleClearShader; // Token: 0x04003994 RID: 14740 [FieldOffset(Offset = "0x88")] [Token(Token = "0x4003994")] private Material simpleClearMaterial; // Token: 0x020005D2 RID: 1490 [Token(Token = "0x20005D2")] public enum SunShaftsResolution { // Token: 0x04003996 RID: 14742 [Token(Token = "0x4003996")] Low, // Token: 0x04003997 RID: 14743 [Token(Token = "0x4003997")] Normal, // Token: 0x04003998 RID: 14744 [Token(Token = "0x4003998")] High } // Token: 0x020005D3 RID: 1491 [Token(Token = "0x20005D3")] public enum ShaftsScreenBlendMode { // Token: 0x0400399A RID: 14746 [Token(Token = "0x400399A")] Screen, // Token: 0x0400399B RID: 14747 [Token(Token = "0x400399B")] Add } } }