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