using System; using Cpp2IlInjected; using UnityEngine; namespace UnityStandardAssets.ImageEffects { // Token: 0x02000604 RID: 1540 [Token(Token = "0x2000604")] [ExecuteInEditMode] [RequireComponent(typeof(Camera))] [AddComponentMenu("Image Effects/Edge Detection/Crease Shading")] public class CreaseShading : PostEffectsBase { // Token: 0x060031B1 RID: 12721 RVA: 0x0006B368 File Offset: 0x00069568 [Token(Token = "0x60031B1")] [Address(RVA = "0x12F02F0", Offset = "0x12EF2F0", VA = "0x1812F02F0", 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: 0x060031B2 RID: 12722 RVA: 0x000020D3 File Offset: 0x000002D3 [Token(Token = "0x60031B2")] [Address(RVA = "0x12F03A0", Offset = "0x12EF3A0", VA = "0x1812F03A0")] private void OnRenderImage(RenderTexture source, RenderTexture destination) { throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method."); } // Token: 0x060031B3 RID: 12723 RVA: 0x0006B3F8 File Offset: 0x000695F8 [Token(Token = "0x60031B3")] [Address(RVA = "0x12F07E0", Offset = "0x12EF7E0", VA = "0x1812F07E0")] public CreaseShading() { } // Token: 0x04003B5B RID: 15195 [FieldOffset(Offset = "0x28")] [Token(Token = "0x4003B5B")] public float intensity = 0.5f; // Token: 0x04003B5C RID: 15196 [FieldOffset(Offset = "0x2C")] [Token(Token = "0x4003B5C")] public int softness = (int)((ulong)1L); // Token: 0x04003B5D RID: 15197 [FieldOffset(Offset = "0x30")] [Token(Token = "0x4003B5D")] public float spread = 1f; // Token: 0x04003B5E RID: 15198 [FieldOffset(Offset = "0x38")] [Token(Token = "0x4003B5E")] public Shader blurShader; // Token: 0x04003B5F RID: 15199 [FieldOffset(Offset = "0x40")] [Token(Token = "0x4003B5F")] private Material blurMaterial; // Token: 0x04003B60 RID: 15200 [FieldOffset(Offset = "0x48")] [Token(Token = "0x4003B60")] public Shader depthFetchShader; // Token: 0x04003B61 RID: 15201 [FieldOffset(Offset = "0x50")] [Token(Token = "0x4003B61")] private Material depthFetchMaterial; // Token: 0x04003B62 RID: 15202 [FieldOffset(Offset = "0x58")] [Token(Token = "0x4003B62")] public Shader creaseApplyShader; // Token: 0x04003B63 RID: 15203 [FieldOffset(Offset = "0x60")] [Token(Token = "0x4003B63")] private Material creaseApplyMaterial; } }