using System; using Cpp2IlInjected; using UnityEngine; namespace UnityStandardAssets.ImageEffects { // Token: 0x02000611 RID: 1553 [Token(Token = "0x2000611")] [ExecuteInEditMode] [AddComponentMenu("Image Effects/Color Adjustments/Grayscale")] public class Grayscale : ImageEffectBase { // Token: 0x060031DA RID: 12762 RVA: 0x0006BA68 File Offset: 0x00069C68 [Token(Token = "0x60031DA")] [Address(RVA = "0x16FA000", Offset = "0x16F9000", VA = "0x1816FA000")] private void OnRenderImage(RenderTexture source, RenderTexture destination) { Material material = base.material; Texture texture = this.textureRamp; material.SetTexture("_RampTex", texture); Material material2 = base.material; float num = this.rampOffset; material2.SetFloat("_RampOffset", num); Material material3 = base.material; Graphics.Blit(source, destination, material3); } // Token: 0x060031DB RID: 12763 RVA: 0x0006BAC0 File Offset: 0x00069CC0 [Token(Token = "0x60031DB")] [Address(RVA = "0x41ED30", Offset = "0x41DD30", VA = "0x18041ED30")] public Grayscale() { } // Token: 0x04003BDC RID: 15324 [FieldOffset(Offset = "0x28")] [Token(Token = "0x4003BDC")] public Texture textureRamp; // Token: 0x04003BDD RID: 15325 [FieldOffset(Offset = "0x30")] [Token(Token = "0x4003BDD")] [Range(-1f, 1f)] public float rampOffset; } }