65 lines
2.1 KiB
C#
65 lines
2.1 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: 0x0200051C RID: 1308
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[Token(Token = "0x200051C")]
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public sealed class ChromaticAberrationComponent : PostProcessingComponentRenderTexture<ChromaticAberrationModel>
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{
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// Token: 0x17000321 RID: 801
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// (get) Token: 0x06002D31 RID: 11569 RVA: 0x000020D3 File Offset: 0x000002D3
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[Token(Token = "0x17000321")]
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public override bool active
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{
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[Token(Token = "0x6002D31")]
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[Address(RVA = "0x108D310", Offset = "0x108BB10", VA = "0x18108D310", 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: 0x06002D32 RID: 11570 RVA: 0x000020D3 File Offset: 0x000002D3
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[Token(Token = "0x6002D32")]
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[Address(RVA = "0x108CF30", Offset = "0x108B730", VA = "0x18108CF30", Slot = "7")]
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public override void OnDisable()
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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: 0x06002D33 RID: 11571 RVA: 0x000020D3 File Offset: 0x000002D3
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[Token(Token = "0x6002D33")]
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[Address(RVA = "0x108CF60", Offset = "0x108B760", VA = "0x18108CF60", Slot = "10")]
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public override void Prepare(Material uberMaterial)
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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: 0x06002D34 RID: 11572 RVA: 0x00061740 File Offset: 0x0005F940
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[Token(Token = "0x6002D34")]
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[Address(RVA = "0x108D2D0", Offset = "0x108BAD0", VA = "0x18108D2D0")]
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public ChromaticAberrationComponent()
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{
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}
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// Token: 0x04003579 RID: 13689
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[FieldOffset(Offset = "0x20")]
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[Token(Token = "0x4003579")]
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private Texture2D m_SpectrumLut;
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// Token: 0x0200051D RID: 1309
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[Token(Token = "0x200051D")]
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private static class Uniforms
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{
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// Token: 0x0400357A RID: 13690
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[Token(Token = "0x400357A")]
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internal static readonly int _ChromaticAberration_Amount = Shader.PropertyToID("_ChromaticAberration_Amount");
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// Token: 0x0400357B RID: 13691
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[Token(Token = "0x400357B")]
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internal static readonly int _ChromaticAberration_Spectrum = Shader.PropertyToID("_ChromaticAberration_Spectrum");
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}
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}
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}
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