using System; using Cpp2IlInjected; namespace UnityEngine.PostProcessing { // Token: 0x0200050D RID: 1293 [Token(Token = "0x200050D")] public sealed class BloomComponent : PostProcessingComponentRenderTexture { // Token: 0x17000322 RID: 802 // (get) Token: 0x06002CE6 RID: 11494 RVA: 0x000020D3 File Offset: 0x000002D3 [Token(Token = "0x17000322")] public override bool active { [Token(Token = "0x6002CE6")] [Address(RVA = "0xDE2610", Offset = "0xDE1410", VA = "0x180DE2610", Slot = "5")] get { throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method."); } } // Token: 0x06002CE7 RID: 11495 RVA: 0x000020D3 File Offset: 0x000002D3 [Token(Token = "0x6002CE7")] [Address(RVA = "0xDE1990", Offset = "0xDE0790", VA = "0x180DE1990")] public void Prepare(RenderTexture source, Material uberMaterial, Texture autoExposure) { throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method."); } // Token: 0x06002CE8 RID: 11496 RVA: 0x000611F0 File Offset: 0x0005F3F0 [Token(Token = "0x6002CE8")] [Address(RVA = "0xDE2580", Offset = "0xDE1380", VA = "0x180DE2580")] public BloomComponent() { RenderTexture[] array = new RenderTexture[16]; this.m_BlurBuffer1 = array; RenderTexture[] array2 = new RenderTexture[16]; this.m_BlurBuffer2 = array2; base..ctor(); } // Token: 0x04003518 RID: 13592 [Token(Token = "0x4003518")] private const int k_MaxPyramidBlurLevel = 16; // Token: 0x04003519 RID: 13593 [FieldOffset(Offset = "0x20")] [Token(Token = "0x4003519")] private readonly RenderTexture[] m_BlurBuffer1; // Token: 0x0400351A RID: 13594 [FieldOffset(Offset = "0x28")] [Token(Token = "0x400351A")] private readonly RenderTexture[] m_BlurBuffer2; // Token: 0x0200050E RID: 1294 [Token(Token = "0x200050E")] private static class Uniforms { // Token: 0x0400351B RID: 13595 [Token(Token = "0x400351B")] internal static readonly int _AutoExposure = Shader.PropertyToID("_AutoExposure"); // Token: 0x0400351C RID: 13596 [Token(Token = "0x400351C")] internal static readonly int _Threshold = Shader.PropertyToID("_Threshold"); // Token: 0x0400351D RID: 13597 [Token(Token = "0x400351D")] internal static readonly int _Curve = Shader.PropertyToID("_Curve"); // Token: 0x0400351E RID: 13598 [Token(Token = "0x400351E")] internal static readonly int _PrefilterOffs = Shader.PropertyToID("_PrefilterOffs"); // Token: 0x0400351F RID: 13599 [Token(Token = "0x400351F")] internal static readonly int _SampleScale = Shader.PropertyToID("_SampleScale"); // Token: 0x04003520 RID: 13600 [Token(Token = "0x4003520")] internal static readonly int _BaseTex = Shader.PropertyToID("_BaseTex"); // Token: 0x04003521 RID: 13601 [Token(Token = "0x4003521")] internal static readonly int _BloomTex = Shader.PropertyToID("_BloomTex"); // Token: 0x04003522 RID: 13602 [Token(Token = "0x4003522")] internal static readonly int _Bloom_Settings = Shader.PropertyToID("_Bloom_Settings"); // Token: 0x04003523 RID: 13603 [Token(Token = "0x4003523")] internal static readonly int _Bloom_DirtTex = Shader.PropertyToID("_Bloom_DirtTex"); // Token: 0x04003524 RID: 13604 [Token(Token = "0x4003524")] internal static readonly int _Bloom_DirtIntensity = Shader.PropertyToID("_Bloom_DirtIntensity"); } } }