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

192 lines
6.4 KiB
C#

using System;
using System.Runtime.CompilerServices;
using Cpp2IlInjected;
namespace UnityEngine.PostProcessing
{
// Token: 0x02000535 RID: 1333
[Token(Token = "0x2000535")]
public sealed class TaaComponent : PostProcessingComponentRenderTexture<AntialiasingModel>
{
// Token: 0x1700032D RID: 813
// (get) Token: 0x06002D9A RID: 11674 RVA: 0x000020D3 File Offset: 0x000002D3
[Token(Token = "0x1700032D")]
public override bool active
{
[Token(Token = "0x6002D9A")]
[Address(RVA = "0x131DAB0", Offset = "0x131C2B0", VA = "0x18131DAB0", Slot = "5")]
get
{
throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method.");
}
}
// Token: 0x06002D9B RID: 11675 RVA: 0x000621A4 File Offset: 0x000603A4
[Token(Token = "0x6002D9B")]
[Address(RVA = "0x54BDF0", Offset = "0x54A5F0", VA = "0x18054BDF0", Slot = "4")]
public override DepthTextureMode GetCameraFlags()
{
return DepthTextureMode.Depth | DepthTextureMode.MotionVectors;
}
// Token: 0x1700032E RID: 814
// (get) Token: 0x06002D9C RID: 11676 RVA: 0x000020D3 File Offset: 0x000002D3
// (set) Token: 0x06002D9D RID: 11677 RVA: 0x000621B4 File Offset: 0x000603B4
[Token(Token = "0x1700032E")]
public Vector2 jitterVector
{
[Token(Token = "0x6002D9C")]
[Address(RVA = "0x131DB30", Offset = "0x131C330", VA = "0x18131DB30")]
[CompilerGenerated]
get
{
throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method.");
}
[Token(Token = "0x6002D9D")]
[Address(RVA = "0x7F6A50", Offset = "0x7F5250", VA = "0x1807F6A50")]
[CompilerGenerated]
private set
{
this.<jitterVector>k__BackingField = value;
}
}
// Token: 0x06002D9E RID: 11678 RVA: 0x000621C8 File Offset: 0x000603C8
[Token(Token = "0x6002D9E")]
[Address(RVA = "0x131D4D0", Offset = "0x131BCD0", VA = "0x18131D4D0")]
public void ResetHistory()
{
this.m_ResetHistory = true;
}
// Token: 0x06002D9F RID: 11679 RVA: 0x000020D3 File Offset: 0x000002D3
[Token(Token = "0x6002D9F")]
[Address(RVA = "0x131D4E0", Offset = "0x131BCE0", VA = "0x18131D4E0")]
public void SetProjectionMatrix(Func<Vector2, Matrix4x4> jitteredFunc)
{
throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method.");
}
// Token: 0x06002DA0 RID: 11680 RVA: 0x000020D3 File Offset: 0x000002D3
[Token(Token = "0x6002DA0")]
[Address(RVA = "0x131CF30", Offset = "0x131B730", VA = "0x18131CF30")]
public void Render(RenderTexture source, RenderTexture destination)
{
throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method.");
}
// Token: 0x06002DA1 RID: 11681 RVA: 0x000020D3 File Offset: 0x000002D3
[Token(Token = "0x6002DA1")]
[Address(RVA = "0x131C720", Offset = "0x131AF20", VA = "0x18131C720")]
private float GetHaltonValue(int index, int radix)
{
throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method.");
}
// Token: 0x06002DA2 RID: 11682 RVA: 0x000020D3 File Offset: 0x000002D3
[Token(Token = "0x6002DA2")]
[Address(RVA = "0x131C660", Offset = "0x131AE60", VA = "0x18131C660")]
private Vector2 GenerateRandomOffset()
{
throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method.");
}
// Token: 0x06002DA3 RID: 11683 RVA: 0x000020D3 File Offset: 0x000002D3
[Token(Token = "0x6002DA3")]
[Address(RVA = "0x131C920", Offset = "0x131B120", VA = "0x18131C920")]
private Matrix4x4 GetPerspectiveProjectionMatrix(Vector2 offset)
{
throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method.");
}
// Token: 0x06002DA4 RID: 11684 RVA: 0x000020D3 File Offset: 0x000002D3
[Token(Token = "0x6002DA4")]
[Address(RVA = "0x131C760", Offset = "0x131AF60", VA = "0x18131C760")]
private Matrix4x4 GetOrthographicProjectionMatrix(Vector2 offset)
{
throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method.");
}
// Token: 0x06002DA5 RID: 11685 RVA: 0x000621DC File Offset: 0x000603DC
[Token(Token = "0x6002DA5")]
[Address(RVA = "0x131CE90", Offset = "0x131B690", VA = "0x18131CE90", Slot = "7")]
public override void OnDisable()
{
RenderTexture historyTexture = this.m_HistoryTexture;
int num = 0;
if (historyTexture != num)
{
RenderTexture.ReleaseTemporary(this.m_HistoryTexture);
}
int num2 = 0;
this.m_HistoryTexture = num2;
this.m_SampleIndex = num2;
this.m_ResetHistory = true;
}
// Token: 0x06002DA6 RID: 11686 RVA: 0x00062220 File Offset: 0x00060420
[Token(Token = "0x6002DA6")]
[Address(RVA = "0x131DA40", Offset = "0x131C240", VA = "0x18131DA40")]
public TaaComponent()
{
RenderBuffer[] array = new RenderBuffer[2];
this.m_MRT = array;
this.m_ResetHistory = true;
base..ctor();
}
// Token: 0x04003629 RID: 13865
[Token(Token = "0x4003629")]
private const string k_ShaderString = "Hidden/Post FX/Temporal Anti-aliasing";
// Token: 0x0400362A RID: 13866
[Token(Token = "0x400362A")]
private const int k_SampleCount = 8;
// Token: 0x0400362B RID: 13867
[FieldOffset(Offset = "0x20")]
[Token(Token = "0x400362B")]
private readonly RenderBuffer[] m_MRT;
// Token: 0x0400362C RID: 13868
[FieldOffset(Offset = "0x28")]
[Token(Token = "0x400362C")]
private int m_SampleIndex;
// Token: 0x0400362D RID: 13869
[FieldOffset(Offset = "0x2C")]
[Token(Token = "0x400362D")]
private bool m_ResetHistory;
// Token: 0x0400362E RID: 13870
[FieldOffset(Offset = "0x30")]
[Token(Token = "0x400362E")]
private RenderTexture m_HistoryTexture;
// Token: 0x02000536 RID: 1334
[Token(Token = "0x2000536")]
private static class Uniforms
{
// Token: 0x04003630 RID: 13872
[Token(Token = "0x4003630")]
internal static int _Jitter = Shader.PropertyToID("_Jitter");
// Token: 0x04003631 RID: 13873
[Token(Token = "0x4003631")]
internal static int _SharpenParameters = Shader.PropertyToID("_SharpenParameters");
// Token: 0x04003632 RID: 13874
[Token(Token = "0x4003632")]
internal static int _FinalBlendParameters = Shader.PropertyToID("_FinalBlendParameters");
// Token: 0x04003633 RID: 13875
[Token(Token = "0x4003633")]
internal static int _HistoryTex = Shader.PropertyToID("_HistoryTex");
// Token: 0x04003634 RID: 13876
[Token(Token = "0x4003634")]
internal static int _MainTex = Shader.PropertyToID("_MainTex");
}
}
}