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