Files
2023-09-06 22:19:13 +02:00

103 lines
3.4 KiB
C#

using System;
using Cpp2IlInjected;
namespace UnityEngine.PostProcessing
{
// Token: 0x02000565 RID: 1381
[Token(Token = "0x2000565")]
public sealed class BloomComponent : PostProcessingComponentRenderTexture<BloomModel>
{
// Token: 0x17000347 RID: 839
// (get) Token: 0x06002FAF RID: 12207 RVA: 0x000020D3 File Offset: 0x000002D3
[Token(Token = "0x17000347")]
public override bool active
{
[Token(Token = "0x6002FAF")]
[Address(RVA = "0x7B01E0", Offset = "0x7AF1E0", VA = "0x1807B01E0", Slot = "5")]
get
{
throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method.");
}
}
// Token: 0x06002FB0 RID: 12208 RVA: 0x000020D3 File Offset: 0x000002D3
[Token(Token = "0x6002FB0")]
[Address(RVA = "0x7AF560", Offset = "0x7AE560", VA = "0x1807AF560")]
public void Prepare(RenderTexture source, Material uberMaterial, Texture autoExposure)
{
throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method.");
}
// Token: 0x06002FB1 RID: 12209 RVA: 0x00068484 File Offset: 0x00066684
[Token(Token = "0x6002FB1")]
[Address(RVA = "0x7B0150", Offset = "0x7AF150", VA = "0x1807B0150")]
public BloomComponent()
{
RenderTexture[] array = new RenderTexture[16];
this.m_BlurBuffer1 = array;
RenderTexture[] array2 = new RenderTexture[16];
this.m_BlurBuffer2 = array2;
base..ctor();
}
// Token: 0x04003802 RID: 14338
[Token(Token = "0x4003802")]
private const int k_MaxPyramidBlurLevel = 16;
// Token: 0x04003803 RID: 14339
[FieldOffset(Offset = "0x20")]
[Token(Token = "0x4003803")]
private readonly RenderTexture[] m_BlurBuffer1;
// Token: 0x04003804 RID: 14340
[FieldOffset(Offset = "0x28")]
[Token(Token = "0x4003804")]
private readonly RenderTexture[] m_BlurBuffer2;
// Token: 0x02000566 RID: 1382
[Token(Token = "0x2000566")]
private static class Uniforms
{
// Token: 0x04003805 RID: 14341
[Token(Token = "0x4003805")]
internal static readonly int _AutoExposure = Shader.PropertyToID("_AutoExposure");
// Token: 0x04003806 RID: 14342
[Token(Token = "0x4003806")]
internal static readonly int _Threshold = Shader.PropertyToID("_Threshold");
// Token: 0x04003807 RID: 14343
[Token(Token = "0x4003807")]
internal static readonly int _Curve = Shader.PropertyToID("_Curve");
// Token: 0x04003808 RID: 14344
[Token(Token = "0x4003808")]
internal static readonly int _PrefilterOffs = Shader.PropertyToID("_PrefilterOffs");
// Token: 0x04003809 RID: 14345
[Token(Token = "0x4003809")]
internal static readonly int _SampleScale = Shader.PropertyToID("_SampleScale");
// Token: 0x0400380A RID: 14346
[Token(Token = "0x400380A")]
internal static readonly int _BaseTex = Shader.PropertyToID("_BaseTex");
// Token: 0x0400380B RID: 14347
[Token(Token = "0x400380B")]
internal static readonly int _BloomTex = Shader.PropertyToID("_BloomTex");
// Token: 0x0400380C RID: 14348
[Token(Token = "0x400380C")]
internal static readonly int _Bloom_Settings = Shader.PropertyToID("_Bloom_Settings");
// Token: 0x0400380D RID: 14349
[Token(Token = "0x400380D")]
internal static readonly int _Bloom_DirtTex = Shader.PropertyToID("_Bloom_DirtTex");
// Token: 0x0400380E RID: 14350
[Token(Token = "0x400380E")]
internal static readonly int _Bloom_DirtIntensity = Shader.PropertyToID("_Bloom_DirtIntensity");
}
}
}