using System; using Cpp2IlInjected; using UnityEngine; namespace UnityStandardAssets.ImageEffects { // Token: 0x02000592 RID: 1426 [Token(Token = "0x2000592")] [ExecuteInEditMode] [RequireComponent(typeof(Camera))] [AddComponentMenu("Image Effects/Other/Antialiasing")] public class Antialiasing : PostEffectsBase { // Token: 0x06002E9B RID: 11931 RVA: 0x000020D3 File Offset: 0x000002D3 [Token(Token = "0x6002E9B")] [Address(RVA = "0x8CEC10", Offset = "0x8CDA10", VA = "0x1808CEC10")] public Material CurrentAAMaterial() { throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method."); } // Token: 0x06002E9C RID: 11932 RVA: 0x00063584 File Offset: 0x00061784 [Token(Token = "0x6002E9C")] [Address(RVA = "0x8CEA90", Offset = "0x8CD890", VA = "0x1808CEA90", Slot = "4")] public override bool CheckResources() { int num = 0; bool flag = base.CheckSupport(num != 0); Material material = this.materialFXAAPreset2; Shader shader = this.shaderFXAAPreset2; Material material2 = base.CreateMaterial(shader, material); this.materialFXAAPreset2 = material2; Material material3 = this.materialFXAAPreset3; Shader shader2 = this.shaderFXAAPreset3; Material material4 = base.CreateMaterial(shader2, material3); this.materialFXAAPreset3 = material4; Material material5 = this.materialFXAAII; Shader shader3 = this.shaderFXAAII; Material material6 = base.CreateMaterial(shader3, material5); this.materialFXAAII = material6; Material material7 = this.materialFXAAIII; Shader shader4 = this.shaderFXAAIII; Material material8 = base.CreateMaterial(shader4, material7); this.materialFXAAIII = material8; Material material9 = this.nfaa; Shader shader5 = this.nfaaShader; Material material10 = base.CreateMaterial(shader5, material9); this.nfaa = material10; Material material11 = this.ssaa; Shader shader6 = this.ssaaShader; Material material12 = base.CreateMaterial(shader6, material11); this.ssaa = material12; Material material13 = this.dlaa; Shader shader7 = this.dlaaShader; Material material14 = base.CreateMaterial(shader7, material13); this.dlaa = material14; if (!this.ssaaShader.isSupported) { base.NotSupported(); base.ReportAutoDisable(); } return this.isSupported; } // Token: 0x06002E9D RID: 11933 RVA: 0x000020D3 File Offset: 0x000002D3 [Token(Token = "0x6002E9D")] [Address(RVA = "0x8CEC80", Offset = "0x8CDA80", VA = "0x1808CEC80")] public void OnRenderImage(RenderTexture source, RenderTexture destination) { throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method."); } // Token: 0x06002E9E RID: 11934 RVA: 0x000636BC File Offset: 0x000618BC [Token(Token = "0x6002E9E")] [Address(RVA = "0x8CF1C0", Offset = "0x8CDFC0", VA = "0x1808CF1C0")] public Antialiasing() { } // Token: 0x04003787 RID: 14215 [FieldOffset(Offset = "0x28")] [Token(Token = "0x4003787")] public AAMode mode = (AAMode)((ulong)1L); // Token: 0x04003788 RID: 14216 [FieldOffset(Offset = "0x2C")] [Token(Token = "0x4003788")] public bool showGeneratedNormals; // Token: 0x04003789 RID: 14217 [FieldOffset(Offset = "0x30")] [Token(Token = "0x4003789")] public float offsetScale = 0.2f; // Token: 0x0400378A RID: 14218 [FieldOffset(Offset = "0x34")] [Token(Token = "0x400378A")] public float blurRadius = 18f; // Token: 0x0400378B RID: 14219 [FieldOffset(Offset = "0x38")] [Token(Token = "0x400378B")] public float edgeThresholdMin = 0.05f; // Token: 0x0400378C RID: 14220 [FieldOffset(Offset = "0x3C")] [Token(Token = "0x400378C")] public float edgeThreshold = 0.2f; // Token: 0x0400378D RID: 14221 [FieldOffset(Offset = "0x40")] [Token(Token = "0x400378D")] public float edgeSharpness = 4f; // Token: 0x0400378E RID: 14222 [FieldOffset(Offset = "0x44")] [Token(Token = "0x400378E")] public bool dlaaSharp; // Token: 0x0400378F RID: 14223 [FieldOffset(Offset = "0x48")] [Token(Token = "0x400378F")] public Shader ssaaShader; // Token: 0x04003790 RID: 14224 [FieldOffset(Offset = "0x50")] [Token(Token = "0x4003790")] private Material ssaa; // Token: 0x04003791 RID: 14225 [FieldOffset(Offset = "0x58")] [Token(Token = "0x4003791")] public Shader dlaaShader; // Token: 0x04003792 RID: 14226 [FieldOffset(Offset = "0x60")] [Token(Token = "0x4003792")] private Material dlaa; // Token: 0x04003793 RID: 14227 [FieldOffset(Offset = "0x68")] [Token(Token = "0x4003793")] public Shader nfaaShader; // Token: 0x04003794 RID: 14228 [FieldOffset(Offset = "0x70")] [Token(Token = "0x4003794")] private Material nfaa; // Token: 0x04003795 RID: 14229 [FieldOffset(Offset = "0x78")] [Token(Token = "0x4003795")] public Shader shaderFXAAPreset2; // Token: 0x04003796 RID: 14230 [FieldOffset(Offset = "0x80")] [Token(Token = "0x4003796")] private Material materialFXAAPreset2; // Token: 0x04003797 RID: 14231 [FieldOffset(Offset = "0x88")] [Token(Token = "0x4003797")] public Shader shaderFXAAPreset3; // Token: 0x04003798 RID: 14232 [FieldOffset(Offset = "0x90")] [Token(Token = "0x4003798")] private Material materialFXAAPreset3; // Token: 0x04003799 RID: 14233 [FieldOffset(Offset = "0x98")] [Token(Token = "0x4003799")] public Shader shaderFXAAII; // Token: 0x0400379A RID: 14234 [FieldOffset(Offset = "0xA0")] [Token(Token = "0x400379A")] private Material materialFXAAII; // Token: 0x0400379B RID: 14235 [FieldOffset(Offset = "0xA8")] [Token(Token = "0x400379B")] public Shader shaderFXAAIII; // Token: 0x0400379C RID: 14236 [FieldOffset(Offset = "0xB0")] [Token(Token = "0x400379C")] private Material materialFXAAIII; } }