using System; using Cpp2IlInjected; namespace UnityEngine.PostProcessing { // Token: 0x02000521 RID: 1313 [Token(Token = "0x2000521")] public sealed class GrainComponent : PostProcessingComponentRenderTexture { // Token: 0x1700032E RID: 814 // (get) Token: 0x06002D40 RID: 11584 RVA: 0x000020D3 File Offset: 0x000002D3 [Token(Token = "0x1700032E")] public override bool active { [Token(Token = "0x6002D40")] [Address(RVA = "0x1172F80", Offset = "0x1171D80", VA = "0x181172F80", Slot = "5")] get { throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method."); } } // Token: 0x06002D41 RID: 11585 RVA: 0x000020D3 File Offset: 0x000002D3 [Token(Token = "0x6002D41")] [Address(RVA = "0xE888E0", Offset = "0xE876E0", VA = "0x180E888E0", Slot = "7")] public override void OnDisable() { throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method."); } // Token: 0x06002D42 RID: 11586 RVA: 0x000020D3 File Offset: 0x000002D3 [Token(Token = "0x6002D42")] [Address(RVA = "0x1172AA0", Offset = "0x11718A0", VA = "0x181172AA0", Slot = "10")] public override void Prepare(Material uberMaterial) { throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method."); } // Token: 0x06002D43 RID: 11587 RVA: 0x00061934 File Offset: 0x0005FB34 [Token(Token = "0x6002D43")] [Address(RVA = "0x1172F40", Offset = "0x1171D40", VA = "0x181172F40")] public GrainComponent() { } // Token: 0x0400357F RID: 13695 [FieldOffset(Offset = "0x20")] [Token(Token = "0x400357F")] private RenderTexture m_GrainLookupRT; // Token: 0x02000522 RID: 1314 [Token(Token = "0x2000522")] private static class Uniforms { // Token: 0x04003580 RID: 13696 [Token(Token = "0x4003580")] internal static readonly int _Grain_Params1 = Shader.PropertyToID("_Grain_Params1"); // Token: 0x04003581 RID: 13697 [Token(Token = "0x4003581")] internal static readonly int _Grain_Params2 = Shader.PropertyToID("_Grain_Params2"); // Token: 0x04003582 RID: 13698 [Token(Token = "0x4003582")] internal static readonly int _GrainTex = Shader.PropertyToID("_GrainTex"); // Token: 0x04003583 RID: 13699 [Token(Token = "0x4003583")] internal static readonly int _Phase = Shader.PropertyToID("_Phase"); } } }