using System; using Cpp2IlInjected; using UnityEngine; namespace UnityStandardAssets.ImageEffects { // Token: 0x0200060F RID: 1551 [Token(Token = "0x200060F")] [ExecuteInEditMode] [RequireComponent(typeof(Camera))] [AddComponentMenu("Image Effects/Displacement/Fisheye")] public class Fisheye : PostEffectsBase { // Token: 0x060031D4 RID: 12756 RVA: 0x0006B970 File Offset: 0x00069B70 [Token(Token = "0x60031D4")] [Address(RVA = "0x366F40", Offset = "0x365F40", VA = "0x180366F40", 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: 0x060031D5 RID: 12757 RVA: 0x000020D3 File Offset: 0x000002D3 [Token(Token = "0x60031D5")] [Address(RVA = "0x366FA0", Offset = "0x365FA0", VA = "0x180366FA0")] private void OnRenderImage(RenderTexture source, RenderTexture destination) { throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method."); } // Token: 0x060031D6 RID: 12758 RVA: 0x0006B9BC File Offset: 0x00069BBC [Token(Token = "0x60031D6")] [Address(RVA = "0x367150", Offset = "0x366150", VA = "0x180367150")] public Fisheye() { } // Token: 0x04003BCF RID: 15311 [FieldOffset(Offset = "0x28")] [Token(Token = "0x4003BCF")] [Range(0f, 1.5f)] public float strengthX = 0.05f; // Token: 0x04003BD0 RID: 15312 [FieldOffset(Offset = "0x2C")] [Token(Token = "0x4003BD0")] [Range(0f, 1.5f)] public float strengthY = 0.05f; // Token: 0x04003BD1 RID: 15313 [FieldOffset(Offset = "0x30")] [Token(Token = "0x4003BD1")] public Shader fishEyeShader; // Token: 0x04003BD2 RID: 15314 [FieldOffset(Offset = "0x38")] [Token(Token = "0x4003BD2")] private Material fisheyeMaterial; } }