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

71 lines
2.0 KiB
C#

using System;
using Cpp2IlInjected;
using UnityEngine;
namespace UnityStandardAssets.ImageEffects
{
// Token: 0x020005C0 RID: 1472
[Token(Token = "0x20005C0")]
[ExecuteInEditMode]
[AddComponentMenu("Image Effects/Displacement/Fisheye")]
[RequireComponent(typeof(Camera))]
public class Fisheye : PostEffectsBase
{
// Token: 0x06002F3D RID: 12093 RVA: 0x000648B0 File Offset: 0x00062AB0
[Token(Token = "0x6002F3D")]
[Address(RVA = "0x4D2B20", Offset = "0x4D1320", VA = "0x1804D2B20", Slot = "4")]
public override bool CheckResources()
{
int num = 0;
bool flag = base.CheckSupport(num != 0);
Material material = this.fisheyeMaterial;
Shader shader = this.fishEyeShader;
Material material2 = base.CheckShaderAndCreateMaterial(shader, material);
this.fisheyeMaterial = material2;
bool isSupported = this.isSupported;
if (!isSupported)
{
base.ReportAutoDisable();
}
return isSupported;
}
// Token: 0x06002F3E RID: 12094 RVA: 0x000020D3 File Offset: 0x000002D3
[Token(Token = "0x6002F3E")]
[Address(RVA = "0x4D2B80", Offset = "0x4D1380", VA = "0x1804D2B80")]
private void OnRenderImage(RenderTexture source, RenderTexture destination)
{
throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method.");
}
// Token: 0x06002F3F RID: 12095 RVA: 0x000648FC File Offset: 0x00062AFC
[Token(Token = "0x6002F3F")]
[Address(RVA = "0x4D2D30", Offset = "0x4D1530", VA = "0x1804D2D30")]
public Fisheye()
{
}
// Token: 0x04003927 RID: 14631
[FieldOffset(Offset = "0x28")]
[Token(Token = "0x4003927")]
[Range(0f, 1.5f)]
public float strengthX = 0.05f;
// Token: 0x04003928 RID: 14632
[FieldOffset(Offset = "0x2C")]
[Token(Token = "0x4003928")]
[Range(0f, 1.5f)]
public float strengthY = 0.05f;
// Token: 0x04003929 RID: 14633
[FieldOffset(Offset = "0x30")]
[Token(Token = "0x4003929")]
public Shader fishEyeShader;
// Token: 0x0400392A RID: 14634
[FieldOffset(Offset = "0x38")]
[Token(Token = "0x400392A")]
private Material fisheyeMaterial;
}
}