using System; using Cpp2IlInjected; using UnityEngine; namespace UnityStandardAssets.ImageEffects { // Token: 0x020005EA RID: 1514 [Token(Token = "0x20005EA")] [ExecuteInEditMode] [RequireComponent(typeof(Camera))] [AddComponentMenu("Image Effects/Other/Antialiasing")] public class Antialiasing : PostEffectsBase { // Token: 0x06003164 RID: 12644 RVA: 0x000020D3 File Offset: 0x000002D3 [Token(Token = "0x6003164")] [Address(RVA = "0xDB34A0", Offset = "0xDB24A0", VA = "0x180DB34A0")] public Material CurrentAAMaterial() { throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method."); } // Token: 0x06003165 RID: 12645 RVA: 0x0006A840 File Offset: 0x00068A40 [Token(Token = "0x6003165")] [Address(RVA = "0xDB3320", Offset = "0xDB2320", VA = "0x180DB3320", 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: 0x06003166 RID: 12646 RVA: 0x000020D3 File Offset: 0x000002D3 [Token(Token = "0x6003166")] [Address(RVA = "0xDB3510", Offset = "0xDB2510", VA = "0x180DB3510")] public void OnRenderImage(RenderTexture source, RenderTexture destination) { throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method."); } // Token: 0x06003167 RID: 12647 RVA: 0x0006A978 File Offset: 0x00068B78 [Token(Token = "0x6003167")] [Address(RVA = "0xDB3A50", Offset = "0xDB2A50", VA = "0x180DB3A50")] public Antialiasing() { } // Token: 0x04003A71 RID: 14961 [FieldOffset(Offset = "0x28")] [Token(Token = "0x4003A71")] public AAMode mode = (AAMode)((ulong)1L); // Token: 0x04003A72 RID: 14962 [FieldOffset(Offset = "0x2C")] [Token(Token = "0x4003A72")] public bool showGeneratedNormals; // Token: 0x04003A73 RID: 14963 [FieldOffset(Offset = "0x30")] [Token(Token = "0x4003A73")] public float offsetScale = 0.2f; // Token: 0x04003A74 RID: 14964 [FieldOffset(Offset = "0x34")] [Token(Token = "0x4003A74")] public float blurRadius = 18f; // Token: 0x04003A75 RID: 14965 [FieldOffset(Offset = "0x38")] [Token(Token = "0x4003A75")] public float edgeThresholdMin = 0.05f; // Token: 0x04003A76 RID: 14966 [FieldOffset(Offset = "0x3C")] [Token(Token = "0x4003A76")] public float edgeThreshold = 0.2f; // Token: 0x04003A77 RID: 14967 [FieldOffset(Offset = "0x40")] [Token(Token = "0x4003A77")] public float edgeSharpness = 4f; // Token: 0x04003A78 RID: 14968 [FieldOffset(Offset = "0x44")] [Token(Token = "0x4003A78")] public bool dlaaSharp; // Token: 0x04003A79 RID: 14969 [FieldOffset(Offset = "0x48")] [Token(Token = "0x4003A79")] public Shader ssaaShader; // Token: 0x04003A7A RID: 14970 [FieldOffset(Offset = "0x50")] [Token(Token = "0x4003A7A")] private Material ssaa; // Token: 0x04003A7B RID: 14971 [FieldOffset(Offset = "0x58")] [Token(Token = "0x4003A7B")] public Shader dlaaShader; // Token: 0x04003A7C RID: 14972 [FieldOffset(Offset = "0x60")] [Token(Token = "0x4003A7C")] private Material dlaa; // Token: 0x04003A7D RID: 14973 [FieldOffset(Offset = "0x68")] [Token(Token = "0x4003A7D")] public Shader nfaaShader; // Token: 0x04003A7E RID: 14974 [FieldOffset(Offset = "0x70")] [Token(Token = "0x4003A7E")] private Material nfaa; // Token: 0x04003A7F RID: 14975 [FieldOffset(Offset = "0x78")] [Token(Token = "0x4003A7F")] public Shader shaderFXAAPreset2; // Token: 0x04003A80 RID: 14976 [FieldOffset(Offset = "0x80")] [Token(Token = "0x4003A80")] private Material materialFXAAPreset2; // Token: 0x04003A81 RID: 14977 [FieldOffset(Offset = "0x88")] [Token(Token = "0x4003A81")] public Shader shaderFXAAPreset3; // Token: 0x04003A82 RID: 14978 [FieldOffset(Offset = "0x90")] [Token(Token = "0x4003A82")] private Material materialFXAAPreset3; // Token: 0x04003A83 RID: 14979 [FieldOffset(Offset = "0x98")] [Token(Token = "0x4003A83")] public Shader shaderFXAAII; // Token: 0x04003A84 RID: 14980 [FieldOffset(Offset = "0xA0")] [Token(Token = "0x4003A84")] private Material materialFXAAII; // Token: 0x04003A85 RID: 14981 [FieldOffset(Offset = "0xA8")] [Token(Token = "0x4003A85")] public Shader shaderFXAAIII; // Token: 0x04003A86 RID: 14982 [FieldOffset(Offset = "0xB0")] [Token(Token = "0x4003A86")] private Material materialFXAAIII; } }