Files
NobetaSource/Cpp2IL/Assembly-CSharp/UnityEngine/PostProcessing/BloomComponent.cs
2023-09-06 22:09:22 +02:00

103 lines
3.4 KiB
C#

using System;
using Cpp2IlInjected;
namespace UnityEngine.PostProcessing
{
// Token: 0x02000516 RID: 1302
[Token(Token = "0x2000516")]
public sealed class BloomComponent : PostProcessingComponentRenderTexture<BloomModel>
{
// Token: 0x1700031C RID: 796
// (get) Token: 0x06002D18 RID: 11544 RVA: 0x000020D3 File Offset: 0x000002D3
[Token(Token = "0x1700031C")]
public override bool active
{
[Token(Token = "0x6002D18")]
[Address(RVA = "0xE4CA30", Offset = "0xE4B230", VA = "0x180E4CA30", Slot = "5")]
get
{
throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method.");
}
}
// Token: 0x06002D19 RID: 11545 RVA: 0x000020D3 File Offset: 0x000002D3
[Token(Token = "0x6002D19")]
[Address(RVA = "0xE4BDB0", Offset = "0xE4A5B0", VA = "0x180E4BDB0")]
public void Prepare(RenderTexture source, Material uberMaterial, Texture autoExposure)
{
throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method.");
}
// Token: 0x06002D1A RID: 11546 RVA: 0x0006151C File Offset: 0x0005F71C
[Token(Token = "0x6002D1A")]
[Address(RVA = "0xE4C9A0", Offset = "0xE4B1A0", VA = "0x180E4C9A0")]
public BloomComponent()
{
RenderTexture[] array = new RenderTexture[16];
this.m_BlurBuffer1 = array;
RenderTexture[] array2 = new RenderTexture[16];
this.m_BlurBuffer2 = array2;
base..ctor();
}
// Token: 0x0400355A RID: 13658
[Token(Token = "0x400355A")]
private const int k_MaxPyramidBlurLevel = 16;
// Token: 0x0400355B RID: 13659
[FieldOffset(Offset = "0x20")]
[Token(Token = "0x400355B")]
private readonly RenderTexture[] m_BlurBuffer1;
// Token: 0x0400355C RID: 13660
[FieldOffset(Offset = "0x28")]
[Token(Token = "0x400355C")]
private readonly RenderTexture[] m_BlurBuffer2;
// Token: 0x02000517 RID: 1303
[Token(Token = "0x2000517")]
private static class Uniforms
{
// Token: 0x0400355D RID: 13661
[Token(Token = "0x400355D")]
internal static readonly int _AutoExposure = Shader.PropertyToID("_AutoExposure");
// Token: 0x0400355E RID: 13662
[Token(Token = "0x400355E")]
internal static readonly int _Threshold = Shader.PropertyToID("_Threshold");
// Token: 0x0400355F RID: 13663
[Token(Token = "0x400355F")]
internal static readonly int _Curve = Shader.PropertyToID("_Curve");
// Token: 0x04003560 RID: 13664
[Token(Token = "0x4003560")]
internal static readonly int _PrefilterOffs = Shader.PropertyToID("_PrefilterOffs");
// Token: 0x04003561 RID: 13665
[Token(Token = "0x4003561")]
internal static readonly int _SampleScale = Shader.PropertyToID("_SampleScale");
// Token: 0x04003562 RID: 13666
[Token(Token = "0x4003562")]
internal static readonly int _BaseTex = Shader.PropertyToID("_BaseTex");
// Token: 0x04003563 RID: 13667
[Token(Token = "0x4003563")]
internal static readonly int _BloomTex = Shader.PropertyToID("_BloomTex");
// Token: 0x04003564 RID: 13668
[Token(Token = "0x4003564")]
internal static readonly int _Bloom_Settings = Shader.PropertyToID("_Bloom_Settings");
// Token: 0x04003565 RID: 13669
[Token(Token = "0x4003565")]
internal static readonly int _Bloom_DirtTex = Shader.PropertyToID("_Bloom_DirtTex");
// Token: 0x04003566 RID: 13670
[Token(Token = "0x4003566")]
internal static readonly int _Bloom_DirtIntensity = Shader.PropertyToID("_Bloom_DirtIntensity");
}
}
}