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

64 lines
2.1 KiB
C#

using System;
using Cpp2IlInjected;
namespace UnityEngine.PostProcessing
{
// Token: 0x02000539 RID: 1337
[Token(Token = "0x2000539")]
public sealed class VignetteComponent : PostProcessingComponentRenderTexture<VignetteModel>
{
// Token: 0x17000330 RID: 816
// (get) Token: 0x06002DAD RID: 11693 RVA: 0x000020D3 File Offset: 0x000002D3
[Token(Token = "0x17000330")]
public override bool active
{
[Token(Token = "0x6002DAD")]
[Address(RVA = "0x945AE0", Offset = "0x9442E0", VA = "0x180945AE0", Slot = "5")]
get
{
throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method.");
}
}
// Token: 0x06002DAE RID: 11694 RVA: 0x000020D3 File Offset: 0x000002D3
[Token(Token = "0x6002DAE")]
[Address(RVA = "0x9457B0", Offset = "0x943FB0", VA = "0x1809457B0", Slot = "10")]
public override void Prepare(Material uberMaterial)
{
throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method.");
}
// Token: 0x06002DAF RID: 11695 RVA: 0x000622E0 File Offset: 0x000604E0
[Token(Token = "0x6002DAF")]
[Address(RVA = "0x945AA0", Offset = "0x9442A0", VA = "0x180945AA0")]
public VignetteComponent()
{
}
// Token: 0x0200053A RID: 1338
[Token(Token = "0x200053A")]
private static class Uniforms
{
// Token: 0x04003637 RID: 13879
[Token(Token = "0x4003637")]
internal static readonly int _Vignette_Color = Shader.PropertyToID("_Vignette_Color");
// Token: 0x04003638 RID: 13880
[Token(Token = "0x4003638")]
internal static readonly int _Vignette_Center = Shader.PropertyToID("_Vignette_Center");
// Token: 0x04003639 RID: 13881
[Token(Token = "0x4003639")]
internal static readonly int _Vignette_Settings = Shader.PropertyToID("_Vignette_Settings");
// Token: 0x0400363A RID: 13882
[Token(Token = "0x400363A")]
internal static readonly int _Vignette_Mask = Shader.PropertyToID("_Vignette_Mask");
// Token: 0x0400363B RID: 13883
[Token(Token = "0x400363B")]
internal static readonly int _Vignette_Opacity = Shader.PropertyToID("_Vignette_Opacity");
}
}
}