using System; using Cpp2IlInjected; using UnityEngine.Rendering; namespace UnityEngine.PostProcessing { // Token: 0x02000575 RID: 1397 [Token(Token = "0x2000575")] public sealed class FogComponent : PostProcessingComponentCommandBuffer { // Token: 0x17000351 RID: 849 // (get) Token: 0x06002FFE RID: 12286 RVA: 0x000020D3 File Offset: 0x000002D3 [Token(Token = "0x17000351")] public override bool active { [Token(Token = "0x6002FFE")] [Address(RVA = "0x367F80", Offset = "0x366F80", VA = "0x180367F80", Slot = "5")] get { throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method."); } } // Token: 0x06002FFF RID: 12287 RVA: 0x00068AE8 File Offset: 0x00066CE8 [Token(Token = "0x6002FFF")] [Address(RVA = "0x367A90", Offset = "0x366A90", VA = "0x180367A90", Slot = "11")] public override string GetName() { return "Fog"; } // Token: 0x06003000 RID: 12288 RVA: 0x00068AFC File Offset: 0x00066CFC [Token(Token = "0x6003000")] [Address(RVA = "0x367A80", Offset = "0x366A80", VA = "0x180367A80", Slot = "4")] public override DepthTextureMode GetCameraFlags() { return DepthTextureMode.Depth; } // Token: 0x06003001 RID: 12289 RVA: 0x00068B0C File Offset: 0x00066D0C [Token(Token = "0x6003001")] [Address(RVA = "0x367A70", Offset = "0x366A70", VA = "0x180367A70", Slot = "10")] public override CameraEvent GetCameraEvent() { return CameraEvent.AfterImageEffectsOpaque; } // Token: 0x06003002 RID: 12290 RVA: 0x000020D3 File Offset: 0x000002D3 [Token(Token = "0x6003002")] [Address(RVA = "0x367AC0", Offset = "0x366AC0", VA = "0x180367AC0", Slot = "12")] public override void PopulateCommandBuffer(CommandBuffer cb) { throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method."); } // Token: 0x06003003 RID: 12291 RVA: 0x00068B1C File Offset: 0x00066D1C [Token(Token = "0x6003003")] [Address(RVA = "0x367F40", Offset = "0x366F40", VA = "0x180367F40")] public FogComponent() { } // Token: 0x04003861 RID: 14433 [Token(Token = "0x4003861")] private const string k_ShaderString = "Hidden/Post FX/Fog"; // Token: 0x02000576 RID: 1398 [Token(Token = "0x2000576")] private static class Uniforms { // Token: 0x04003862 RID: 14434 [Token(Token = "0x4003862")] internal static readonly int _FogColor = Shader.PropertyToID("_FogColor"); // Token: 0x04003863 RID: 14435 [Token(Token = "0x4003863")] internal static readonly int _Density = Shader.PropertyToID("_Density"); // Token: 0x04003864 RID: 14436 [Token(Token = "0x4003864")] internal static readonly int _Start = Shader.PropertyToID("_Start"); // Token: 0x04003865 RID: 14437 [Token(Token = "0x4003865")] internal static readonly int _End = Shader.PropertyToID("_End"); // Token: 0x04003866 RID: 14438 [Token(Token = "0x4003866")] internal static readonly int _TempRT = Shader.PropertyToID("_TempRT"); } } }