Files
NobetaSource/Cpp2IL/Assembly-CSharp/UnityStandardAssets/ImageEffects/Antialiasing.cs
2023-09-06 22:09:22 +02:00

191 lines
5.7 KiB
C#

using System;
using Cpp2IlInjected;
using UnityEngine;
namespace UnityStandardAssets.ImageEffects
{
// Token: 0x0200059B RID: 1435
[Token(Token = "0x200059B")]
[ExecuteInEditMode]
[RequireComponent(typeof(Camera))]
[AddComponentMenu("Image Effects/Other/Antialiasing")]
public class Antialiasing : PostEffectsBase
{
// Token: 0x06002ECD RID: 11981 RVA: 0x000020D3 File Offset: 0x000002D3
[Token(Token = "0x6002ECD")]
[Address(RVA = "0xB662A0", Offset = "0xB64AA0", VA = "0x180B662A0")]
public Material CurrentAAMaterial()
{
throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method.");
}
// Token: 0x06002ECE RID: 11982 RVA: 0x00063780 File Offset: 0x00061980
[Token(Token = "0x6002ECE")]
[Address(RVA = "0xB66120", Offset = "0xB64920", VA = "0x180B66120", Slot = "4")]
public override bool CheckResources()
{
int num = 0;
bool flag = base.CheckSupport(num != 0);
Material material = this.materialFXAAPreset2;
Shader shader = this.shaderFXAAPreset2;
Material material2 = base.CreateMaterial(shader, material);
this.materialFXAAPreset2 = material2;
Material material3 = this.materialFXAAPreset3;
Shader shader2 = this.shaderFXAAPreset3;
Material material4 = base.CreateMaterial(shader2, material3);
this.materialFXAAPreset3 = material4;
Material material5 = this.materialFXAAII;
Shader shader3 = this.shaderFXAAII;
Material material6 = base.CreateMaterial(shader3, material5);
this.materialFXAAII = material6;
Material material7 = this.materialFXAAIII;
Shader shader4 = this.shaderFXAAIII;
Material material8 = base.CreateMaterial(shader4, material7);
this.materialFXAAIII = material8;
Material material9 = this.nfaa;
Shader shader5 = this.nfaaShader;
Material material10 = base.CreateMaterial(shader5, material9);
this.nfaa = material10;
Material material11 = this.ssaa;
Shader shader6 = this.ssaaShader;
Material material12 = base.CreateMaterial(shader6, material11);
this.ssaa = material12;
Material material13 = this.dlaa;
Shader shader7 = this.dlaaShader;
Material material14 = base.CreateMaterial(shader7, material13);
this.dlaa = material14;
if (!this.ssaaShader.isSupported)
{
base.NotSupported();
base.ReportAutoDisable();
}
return this.isSupported;
}
// Token: 0x06002ECF RID: 11983 RVA: 0x000020D3 File Offset: 0x000002D3
[Token(Token = "0x6002ECF")]
[Address(RVA = "0xB66310", Offset = "0xB64B10", VA = "0x180B66310")]
public void OnRenderImage(RenderTexture source, RenderTexture destination)
{
throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method.");
}
// Token: 0x06002ED0 RID: 11984 RVA: 0x000638B8 File Offset: 0x00061AB8
[Token(Token = "0x6002ED0")]
[Address(RVA = "0xB66850", Offset = "0xB65050", VA = "0x180B66850")]
public Antialiasing()
{
}
// Token: 0x040037C9 RID: 14281
[FieldOffset(Offset = "0x28")]
[Token(Token = "0x40037C9")]
public AAMode mode = (AAMode)((ulong)1L);
// Token: 0x040037CA RID: 14282
[FieldOffset(Offset = "0x2C")]
[Token(Token = "0x40037CA")]
public bool showGeneratedNormals;
// Token: 0x040037CB RID: 14283
[FieldOffset(Offset = "0x30")]
[Token(Token = "0x40037CB")]
public float offsetScale = 0.2f;
// Token: 0x040037CC RID: 14284
[FieldOffset(Offset = "0x34")]
[Token(Token = "0x40037CC")]
public float blurRadius = 18f;
// Token: 0x040037CD RID: 14285
[FieldOffset(Offset = "0x38")]
[Token(Token = "0x40037CD")]
public float edgeThresholdMin = 0.05f;
// Token: 0x040037CE RID: 14286
[FieldOffset(Offset = "0x3C")]
[Token(Token = "0x40037CE")]
public float edgeThreshold = 0.2f;
// Token: 0x040037CF RID: 14287
[FieldOffset(Offset = "0x40")]
[Token(Token = "0x40037CF")]
public float edgeSharpness = 4f;
// Token: 0x040037D0 RID: 14288
[FieldOffset(Offset = "0x44")]
[Token(Token = "0x40037D0")]
public bool dlaaSharp;
// Token: 0x040037D1 RID: 14289
[FieldOffset(Offset = "0x48")]
[Token(Token = "0x40037D1")]
public Shader ssaaShader;
// Token: 0x040037D2 RID: 14290
[FieldOffset(Offset = "0x50")]
[Token(Token = "0x40037D2")]
private Material ssaa;
// Token: 0x040037D3 RID: 14291
[FieldOffset(Offset = "0x58")]
[Token(Token = "0x40037D3")]
public Shader dlaaShader;
// Token: 0x040037D4 RID: 14292
[FieldOffset(Offset = "0x60")]
[Token(Token = "0x40037D4")]
private Material dlaa;
// Token: 0x040037D5 RID: 14293
[FieldOffset(Offset = "0x68")]
[Token(Token = "0x40037D5")]
public Shader nfaaShader;
// Token: 0x040037D6 RID: 14294
[FieldOffset(Offset = "0x70")]
[Token(Token = "0x40037D6")]
private Material nfaa;
// Token: 0x040037D7 RID: 14295
[FieldOffset(Offset = "0x78")]
[Token(Token = "0x40037D7")]
public Shader shaderFXAAPreset2;
// Token: 0x040037D8 RID: 14296
[FieldOffset(Offset = "0x80")]
[Token(Token = "0x40037D8")]
private Material materialFXAAPreset2;
// Token: 0x040037D9 RID: 14297
[FieldOffset(Offset = "0x88")]
[Token(Token = "0x40037D9")]
public Shader shaderFXAAPreset3;
// Token: 0x040037DA RID: 14298
[FieldOffset(Offset = "0x90")]
[Token(Token = "0x40037DA")]
private Material materialFXAAPreset3;
// Token: 0x040037DB RID: 14299
[FieldOffset(Offset = "0x98")]
[Token(Token = "0x40037DB")]
public Shader shaderFXAAII;
// Token: 0x040037DC RID: 14300
[FieldOffset(Offset = "0xA0")]
[Token(Token = "0x40037DC")]
private Material materialFXAAII;
// Token: 0x040037DD RID: 14301
[FieldOffset(Offset = "0xA8")]
[Token(Token = "0x40037DD")]
public Shader shaderFXAAIII;
// Token: 0x040037DE RID: 14302
[FieldOffset(Offset = "0xB0")]
[Token(Token = "0x40037DE")]
private Material materialFXAAIII;
}
}