using System; using Cpp2IlInjected; using UnityEngine; namespace UnityStandardAssets.ImageEffects { // Token: 0x020005C8 RID: 1480 [Token(Token = "0x20005C8")] [ExecuteInEditMode] [RequireComponent(typeof(Camera))] [AddComponentMenu("Image Effects/Rendering/Sun Shafts")] public class SunShafts : PostEffectsBase { // Token: 0x06002F56 RID: 12118 RVA: 0x00064F2C File Offset: 0x0006312C [Token(Token = "0x6002F56")] [Address(RVA = "0xAB8770", Offset = "0xAB7570", VA = "0x180AB8770", Slot = "4")] public override bool CheckResources() { bool flag = this.useDepthTexture; bool flag2 = base.CheckSupport(flag); Material material = this.sunShaftsMaterial; Shader shader = this.sunShaftsShader; Material material2 = base.CheckShaderAndCreateMaterial(shader, material); this.sunShaftsMaterial = material2; Material material3 = this.simpleClearMaterial; Shader shader2 = this.simpleClearShader; Material material4 = base.CheckShaderAndCreateMaterial(shader2, material3); this.simpleClearMaterial = material4; bool isSupported = this.isSupported; if (!isSupported) { base.ReportAutoDisable(); } return isSupported; } // Token: 0x06002F57 RID: 12119 RVA: 0x000020D3 File Offset: 0x000002D3 [Token(Token = "0x6002F57")] [Address(RVA = "0xAB8800", Offset = "0xAB7600", VA = "0x180AB8800")] private void OnRenderImage(RenderTexture source, RenderTexture destination) { throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method."); } // Token: 0x06002F58 RID: 12120 RVA: 0x000020D3 File Offset: 0x000002D3 [Token(Token = "0x6002F58")] [Address(RVA = "0xAB91F0", Offset = "0xAB7FF0", VA = "0x180AB91F0")] public SunShafts() { throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method."); } // Token: 0x04003945 RID: 14661 [FieldOffset(Offset = "0x28")] [Token(Token = "0x4003945")] public SunShafts.SunShaftsResolution resolution; // Token: 0x04003946 RID: 14662 [FieldOffset(Offset = "0x2C")] [Token(Token = "0x4003946")] public SunShafts.ShaftsScreenBlendMode screenBlendMode; // Token: 0x04003947 RID: 14663 [FieldOffset(Offset = "0x30")] [Token(Token = "0x4003947")] public Transform sunTransform; // Token: 0x04003948 RID: 14664 [FieldOffset(Offset = "0x38")] [Token(Token = "0x4003948")] public int radialBlurIterations; // Token: 0x04003949 RID: 14665 [FieldOffset(Offset = "0x3C")] [Token(Token = "0x4003949")] public Color sunColor; // Token: 0x0400394A RID: 14666 [FieldOffset(Offset = "0x4C")] [Token(Token = "0x400394A")] public Color sunThreshold; // Token: 0x0400394B RID: 14667 [FieldOffset(Offset = "0x5C")] [Token(Token = "0x400394B")] public float sunShaftBlurRadius; // Token: 0x0400394C RID: 14668 [FieldOffset(Offset = "0x60")] [Token(Token = "0x400394C")] public float sunShaftIntensity; // Token: 0x0400394D RID: 14669 [FieldOffset(Offset = "0x64")] [Token(Token = "0x400394D")] public float maxRadius; // Token: 0x0400394E RID: 14670 [FieldOffset(Offset = "0x68")] [Token(Token = "0x400394E")] public bool useDepthTexture; // Token: 0x0400394F RID: 14671 [FieldOffset(Offset = "0x70")] [Token(Token = "0x400394F")] public Shader sunShaftsShader; // Token: 0x04003950 RID: 14672 [FieldOffset(Offset = "0x78")] [Token(Token = "0x4003950")] private Material sunShaftsMaterial; // Token: 0x04003951 RID: 14673 [FieldOffset(Offset = "0x80")] [Token(Token = "0x4003951")] public Shader simpleClearShader; // Token: 0x04003952 RID: 14674 [FieldOffset(Offset = "0x88")] [Token(Token = "0x4003952")] private Material simpleClearMaterial; // Token: 0x020005C9 RID: 1481 [Token(Token = "0x20005C9")] public enum SunShaftsResolution { // Token: 0x04003954 RID: 14676 [Token(Token = "0x4003954")] Low, // Token: 0x04003955 RID: 14677 [Token(Token = "0x4003955")] Normal, // Token: 0x04003956 RID: 14678 [Token(Token = "0x4003956")] High } // Token: 0x020005CA RID: 1482 [Token(Token = "0x20005CA")] public enum ShaftsScreenBlendMode { // Token: 0x04003958 RID: 14680 [Token(Token = "0x4003958")] Screen, // Token: 0x04003959 RID: 14681 [Token(Token = "0x4003959")] Add } } }