using System; using Cpp2IlInjected; namespace UnityEngine.PostProcessing { // Token: 0x02000519 RID: 1305 [Token(Token = "0x2000519")] public sealed class DitheringComponent : PostProcessingComponentRenderTexture { // Token: 0x1700032A RID: 810 // (get) Token: 0x06002D26 RID: 11558 RVA: 0x000020D3 File Offset: 0x000002D3 [Token(Token = "0x1700032A")] public override bool active { [Token(Token = "0x6002D26")] [Address(RVA = "0x13CFF30", Offset = "0x13CED30", VA = "0x1813CFF30", Slot = "5")] get { throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method."); } } // Token: 0x06002D27 RID: 11559 RVA: 0x000020D3 File Offset: 0x000002D3 [Token(Token = "0x6002D27")] [Address(RVA = "0x13CFB80", Offset = "0x13CE980", VA = "0x1813CFB80", Slot = "7")] public override void OnDisable() { throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method."); } // Token: 0x06002D28 RID: 11560 RVA: 0x000020D3 File Offset: 0x000002D3 [Token(Token = "0x6002D28")] [Address(RVA = "0x13CFA40", Offset = "0x13CE840", VA = "0x1813CFA40")] private void LoadNoiseTextures() { throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method."); } // Token: 0x06002D29 RID: 11561 RVA: 0x000020D3 File Offset: 0x000002D3 [Token(Token = "0x6002D29")] [Address(RVA = "0x13CFBA0", Offset = "0x13CE9A0", VA = "0x1813CFBA0", Slot = "10")] public override void Prepare(Material uberMaterial) { throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method."); } // Token: 0x06002D2A RID: 11562 RVA: 0x000616DC File Offset: 0x0005F8DC [Token(Token = "0x6002D2A")] [Address(RVA = "0x13CFEF0", Offset = "0x13CECF0", VA = "0x1813CFEF0")] public DitheringComponent() { } // Token: 0x04003561 RID: 13665 [FieldOffset(Offset = "0x20")] [Token(Token = "0x4003561")] private Texture2D[] noiseTextures; // Token: 0x04003562 RID: 13666 [FieldOffset(Offset = "0x28")] [Token(Token = "0x4003562")] private int textureIndex; // Token: 0x04003563 RID: 13667 [Token(Token = "0x4003563")] private const int k_TextureCount = 64; // Token: 0x0200051A RID: 1306 [Token(Token = "0x200051A")] private static class Uniforms { // Token: 0x04003564 RID: 13668 [Token(Token = "0x4003564")] internal static readonly int _DitheringTex = Shader.PropertyToID("_DitheringTex"); // Token: 0x04003565 RID: 13669 [Token(Token = "0x4003565")] internal static readonly int _DitheringCoords = Shader.PropertyToID("_DitheringCoords"); } } }