using System; using Cpp2IlInjected; using UnityEngine; namespace UnityStandardAssets.ImageEffects { // Token: 0x020005AC RID: 1452 [Token(Token = "0x20005AC")] [ExecuteInEditMode] [AddComponentMenu("Image Effects/Edge Detection/Crease Shading")] [RequireComponent(typeof(Camera))] public class CreaseShading : PostEffectsBase { // Token: 0x06002EE8 RID: 12008 RVA: 0x000640AC File Offset: 0x000622AC [Token(Token = "0x6002EE8")] [Address(RVA = "0xE92370", Offset = "0xE91170", VA = "0x180E92370", Slot = "4")] public override bool CheckResources() { bool flag = base.CheckSupport(true); Material material = this.blurMaterial; Shader shader = this.blurShader; Material material2 = base.CheckShaderAndCreateMaterial(shader, material); this.blurMaterial = material2; Material material3 = this.depthFetchMaterial; Shader shader2 = this.depthFetchShader; Material material4 = base.CheckShaderAndCreateMaterial(shader2, material3); this.depthFetchMaterial = material4; Material material5 = this.creaseApplyMaterial; Shader shader3 = this.creaseApplyShader; Material material6 = base.CheckShaderAndCreateMaterial(shader3, material5); this.creaseApplyMaterial = material6; bool isSupported = this.isSupported; if (!isSupported) { base.ReportAutoDisable(); } return isSupported; } // Token: 0x06002EE9 RID: 12009 RVA: 0x000020D3 File Offset: 0x000002D3 [Token(Token = "0x6002EE9")] [Address(RVA = "0xE92420", Offset = "0xE91220", VA = "0x180E92420")] private void OnRenderImage(RenderTexture source, RenderTexture destination) { throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method."); } // Token: 0x06002EEA RID: 12010 RVA: 0x0006413C File Offset: 0x0006233C [Token(Token = "0x6002EEA")] [Address(RVA = "0xE92860", Offset = "0xE91660", VA = "0x180E92860")] public CreaseShading() { } // Token: 0x04003871 RID: 14449 [FieldOffset(Offset = "0x28")] [Token(Token = "0x4003871")] public float intensity = 0.5f; // Token: 0x04003872 RID: 14450 [FieldOffset(Offset = "0x2C")] [Token(Token = "0x4003872")] public int softness = (int)((ulong)1L); // Token: 0x04003873 RID: 14451 [FieldOffset(Offset = "0x30")] [Token(Token = "0x4003873")] public float spread = 1f; // Token: 0x04003874 RID: 14452 [FieldOffset(Offset = "0x38")] [Token(Token = "0x4003874")] public Shader blurShader; // Token: 0x04003875 RID: 14453 [FieldOffset(Offset = "0x40")] [Token(Token = "0x4003875")] private Material blurMaterial; // Token: 0x04003876 RID: 14454 [FieldOffset(Offset = "0x48")] [Token(Token = "0x4003876")] public Shader depthFetchShader; // Token: 0x04003877 RID: 14455 [FieldOffset(Offset = "0x50")] [Token(Token = "0x4003877")] private Material depthFetchMaterial; // Token: 0x04003878 RID: 14456 [FieldOffset(Offset = "0x58")] [Token(Token = "0x4003878")] public Shader creaseApplyShader; // Token: 0x04003879 RID: 14457 [FieldOffset(Offset = "0x60")] [Token(Token = "0x4003879")] private Material creaseApplyMaterial; } }