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

101 lines
3.1 KiB
C#

using System;
using Cpp2IlInjected;
using UnityEngine;
namespace UnityStandardAssets.ImageEffects
{
// Token: 0x020005B5 RID: 1461
[Token(Token = "0x20005B5")]
[ExecuteInEditMode]
[RequireComponent(typeof(Camera))]
[AddComponentMenu("Image Effects/Edge Detection/Crease Shading")]
public class CreaseShading : PostEffectsBase
{
// Token: 0x06002F1A RID: 12058 RVA: 0x000642A8 File Offset: 0x000624A8
[Token(Token = "0x6002F1A")]
[Address(RVA = "0x10969C0", Offset = "0x10951C0", VA = "0x1810969C0", Slot = "4")]
public override bool CheckResources()
{
bool flag = base.CheckSupport(true);
Material material = this.blurMaterial;
Shader shader = this.blurShader;
Material material2 = base.CheckShaderAndCreateMaterial(shader, material);
this.blurMaterial = material2;
Material material3 = this.depthFetchMaterial;
Shader shader2 = this.depthFetchShader;
Material material4 = base.CheckShaderAndCreateMaterial(shader2, material3);
this.depthFetchMaterial = material4;
Material material5 = this.creaseApplyMaterial;
Shader shader3 = this.creaseApplyShader;
Material material6 = base.CheckShaderAndCreateMaterial(shader3, material5);
this.creaseApplyMaterial = material6;
bool isSupported = this.isSupported;
if (!isSupported)
{
base.ReportAutoDisable();
}
return isSupported;
}
// Token: 0x06002F1B RID: 12059 RVA: 0x000020D3 File Offset: 0x000002D3
[Token(Token = "0x6002F1B")]
[Address(RVA = "0x1096A70", Offset = "0x1095270", VA = "0x181096A70")]
private void OnRenderImage(RenderTexture source, RenderTexture destination)
{
throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method.");
}
// Token: 0x06002F1C RID: 12060 RVA: 0x00064338 File Offset: 0x00062538
[Token(Token = "0x6002F1C")]
[Address(RVA = "0x1096EB0", Offset = "0x10956B0", VA = "0x181096EB0")]
public CreaseShading()
{
}
// Token: 0x040038B3 RID: 14515
[FieldOffset(Offset = "0x28")]
[Token(Token = "0x40038B3")]
public float intensity = 0.5f;
// Token: 0x040038B4 RID: 14516
[FieldOffset(Offset = "0x2C")]
[Token(Token = "0x40038B4")]
public int softness = (int)((ulong)1L);
// Token: 0x040038B5 RID: 14517
[FieldOffset(Offset = "0x30")]
[Token(Token = "0x40038B5")]
public float spread = 1f;
// Token: 0x040038B6 RID: 14518
[FieldOffset(Offset = "0x38")]
[Token(Token = "0x40038B6")]
public Shader blurShader;
// Token: 0x040038B7 RID: 14519
[FieldOffset(Offset = "0x40")]
[Token(Token = "0x40038B7")]
private Material blurMaterial;
// Token: 0x040038B8 RID: 14520
[FieldOffset(Offset = "0x48")]
[Token(Token = "0x40038B8")]
public Shader depthFetchShader;
// Token: 0x040038B9 RID: 14521
[FieldOffset(Offset = "0x50")]
[Token(Token = "0x40038B9")]
private Material depthFetchMaterial;
// Token: 0x040038BA RID: 14522
[FieldOffset(Offset = "0x58")]
[Token(Token = "0x40038BA")]
public Shader creaseApplyShader;
// Token: 0x040038BB RID: 14523
[FieldOffset(Offset = "0x60")]
[Token(Token = "0x40038BB")]
private Material creaseApplyMaterial;
}
}