151 lines
4.2 KiB
C#
151 lines
4.2 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: 0x020005D1 RID: 1489
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[Token(Token = "0x20005D1")]
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[ExecuteInEditMode]
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[AddComponentMenu("Image Effects/Rendering/Sun Shafts")]
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[RequireComponent(typeof(Camera))]
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public class SunShafts : PostEffectsBase
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{
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// Token: 0x06002F88 RID: 12168 RVA: 0x0006513C File Offset: 0x0006333C
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[Token(Token = "0x6002F88")]
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[Address(RVA = "0xB1CE60", Offset = "0xB1B660", VA = "0x180B1CE60", Slot = "4")]
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public override bool CheckResources()
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{
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bool flag = this.useDepthTexture;
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bool flag2 = base.CheckSupport(flag);
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Material material = this.sunShaftsMaterial;
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Shader shader = this.sunShaftsShader;
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Material material2 = base.CheckShaderAndCreateMaterial(shader, material);
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this.sunShaftsMaterial = material2;
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Material material3 = this.simpleClearMaterial;
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Shader shader2 = this.simpleClearShader;
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Material material4 = base.CheckShaderAndCreateMaterial(shader2, material3);
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this.simpleClearMaterial = material4;
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bool isSupported = this.isSupported;
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if (!isSupported)
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{
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base.ReportAutoDisable();
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}
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return isSupported;
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}
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// Token: 0x06002F89 RID: 12169 RVA: 0x000020D3 File Offset: 0x000002D3
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[Token(Token = "0x6002F89")]
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[Address(RVA = "0xB1CEF0", Offset = "0xB1B6F0", VA = "0x180B1CEF0")]
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private 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: 0x06002F8A RID: 12170 RVA: 0x000020D3 File Offset: 0x000002D3
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[Token(Token = "0x6002F8A")]
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[Address(RVA = "0xB1D8E0", Offset = "0xB1C0E0", VA = "0x180B1D8E0")]
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public SunShafts()
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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: 0x04003987 RID: 14727
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[FieldOffset(Offset = "0x28")]
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[Token(Token = "0x4003987")]
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public SunShafts.SunShaftsResolution resolution;
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// Token: 0x04003988 RID: 14728
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[FieldOffset(Offset = "0x2C")]
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[Token(Token = "0x4003988")]
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public SunShafts.ShaftsScreenBlendMode screenBlendMode;
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// Token: 0x04003989 RID: 14729
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[FieldOffset(Offset = "0x30")]
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[Token(Token = "0x4003989")]
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public Transform sunTransform;
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// Token: 0x0400398A RID: 14730
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[FieldOffset(Offset = "0x38")]
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[Token(Token = "0x400398A")]
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public int radialBlurIterations;
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// Token: 0x0400398B RID: 14731
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[FieldOffset(Offset = "0x3C")]
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[Token(Token = "0x400398B")]
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public Color sunColor;
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// Token: 0x0400398C RID: 14732
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[FieldOffset(Offset = "0x4C")]
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[Token(Token = "0x400398C")]
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public Color sunThreshold;
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// Token: 0x0400398D RID: 14733
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[FieldOffset(Offset = "0x5C")]
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[Token(Token = "0x400398D")]
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public float sunShaftBlurRadius;
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// Token: 0x0400398E RID: 14734
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[FieldOffset(Offset = "0x60")]
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[Token(Token = "0x400398E")]
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public float sunShaftIntensity;
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// Token: 0x0400398F RID: 14735
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[FieldOffset(Offset = "0x64")]
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[Token(Token = "0x400398F")]
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public float maxRadius;
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// Token: 0x04003990 RID: 14736
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[FieldOffset(Offset = "0x68")]
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[Token(Token = "0x4003990")]
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public bool useDepthTexture;
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// Token: 0x04003991 RID: 14737
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[FieldOffset(Offset = "0x70")]
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[Token(Token = "0x4003991")]
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public Shader sunShaftsShader;
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// Token: 0x04003992 RID: 14738
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[FieldOffset(Offset = "0x78")]
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[Token(Token = "0x4003992")]
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private Material sunShaftsMaterial;
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// Token: 0x04003993 RID: 14739
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[FieldOffset(Offset = "0x80")]
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[Token(Token = "0x4003993")]
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public Shader simpleClearShader;
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// Token: 0x04003994 RID: 14740
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[FieldOffset(Offset = "0x88")]
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[Token(Token = "0x4003994")]
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private Material simpleClearMaterial;
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// Token: 0x020005D2 RID: 1490
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[Token(Token = "0x20005D2")]
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public enum SunShaftsResolution
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{
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// Token: 0x04003996 RID: 14742
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[Token(Token = "0x4003996")]
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Low,
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// Token: 0x04003997 RID: 14743
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[Token(Token = "0x4003997")]
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Normal,
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// Token: 0x04003998 RID: 14744
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[Token(Token = "0x4003998")]
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High
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}
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// Token: 0x020005D3 RID: 1491
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[Token(Token = "0x20005D3")]
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public enum ShaftsScreenBlendMode
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{
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// Token: 0x0400399A RID: 14746
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[Token(Token = "0x400399A")]
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Screen,
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// Token: 0x0400399B RID: 14747
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[Token(Token = "0x400399B")]
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Add
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}
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}
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}
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