using System; using Cpp2IlInjected; using UnityEngine; namespace UnityStandardAssets.ImageEffects { // Token: 0x020005B7 RID: 1463 [Token(Token = "0x20005B7")] [ExecuteInEditMode] [AddComponentMenu("Image Effects/Displacement/Fisheye")] [RequireComponent(typeof(Camera))] public class Fisheye : PostEffectsBase { // Token: 0x06002F0B RID: 12043 RVA: 0x000646B4 File Offset: 0x000628B4 [Token(Token = "0x6002F0B")] [Address(RVA = "0x4C4740", Offset = "0x4C3540", VA = "0x1804C4740", Slot = "4")] public override bool CheckResources() { int num = 0; bool flag = base.CheckSupport(num != 0); Material material = this.fisheyeMaterial; Shader shader = this.fishEyeShader; Material material2 = base.CheckShaderAndCreateMaterial(shader, material); this.fisheyeMaterial = material2; bool isSupported = this.isSupported; if (!isSupported) { base.ReportAutoDisable(); } return isSupported; } // Token: 0x06002F0C RID: 12044 RVA: 0x000020D3 File Offset: 0x000002D3 [Token(Token = "0x6002F0C")] [Address(RVA = "0x4C47A0", Offset = "0x4C35A0", VA = "0x1804C47A0")] private void OnRenderImage(RenderTexture source, RenderTexture destination) { throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method."); } // Token: 0x06002F0D RID: 12045 RVA: 0x00064700 File Offset: 0x00062900 [Token(Token = "0x6002F0D")] [Address(RVA = "0x4C4950", Offset = "0x4C3750", VA = "0x1804C4950")] public Fisheye() { } // Token: 0x040038E5 RID: 14565 [FieldOffset(Offset = "0x28")] [Token(Token = "0x40038E5")] [Range(0f, 1.5f)] public float strengthX = 0.05f; // Token: 0x040038E6 RID: 14566 [FieldOffset(Offset = "0x2C")] [Token(Token = "0x40038E6")] [Range(0f, 1.5f)] public float strengthY = 0.05f; // Token: 0x040038E7 RID: 14567 [FieldOffset(Offset = "0x30")] [Token(Token = "0x40038E7")] public Shader fishEyeShader; // Token: 0x040038E8 RID: 14568 [FieldOffset(Offset = "0x38")] [Token(Token = "0x40038E8")] private Material fisheyeMaterial; } }