Files
NobetaSource/Cpp2IL/Assembly-CSharp/UnityStandardAssets/ImageEffects/Antialiasing.cs
2023-09-06 22:00:49 +02:00

191 lines
5.7 KiB
C#

using System;
using Cpp2IlInjected;
using UnityEngine;
namespace UnityStandardAssets.ImageEffects
{
// Token: 0x02000592 RID: 1426
[Token(Token = "0x2000592")]
[ExecuteInEditMode]
[RequireComponent(typeof(Camera))]
[AddComponentMenu("Image Effects/Other/Antialiasing")]
public class Antialiasing : PostEffectsBase
{
// Token: 0x06002E9B RID: 11931 RVA: 0x000020D3 File Offset: 0x000002D3
[Token(Token = "0x6002E9B")]
[Address(RVA = "0x8CEC10", Offset = "0x8CDA10", VA = "0x1808CEC10")]
public Material CurrentAAMaterial()
{
throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method.");
}
// Token: 0x06002E9C RID: 11932 RVA: 0x00063584 File Offset: 0x00061784
[Token(Token = "0x6002E9C")]
[Address(RVA = "0x8CEA90", Offset = "0x8CD890", VA = "0x1808CEA90", 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: 0x06002E9D RID: 11933 RVA: 0x000020D3 File Offset: 0x000002D3
[Token(Token = "0x6002E9D")]
[Address(RVA = "0x8CEC80", Offset = "0x8CDA80", VA = "0x1808CEC80")]
public void OnRenderImage(RenderTexture source, RenderTexture destination)
{
throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method.");
}
// Token: 0x06002E9E RID: 11934 RVA: 0x000636BC File Offset: 0x000618BC
[Token(Token = "0x6002E9E")]
[Address(RVA = "0x8CF1C0", Offset = "0x8CDFC0", VA = "0x1808CF1C0")]
public Antialiasing()
{
}
// Token: 0x04003787 RID: 14215
[FieldOffset(Offset = "0x28")]
[Token(Token = "0x4003787")]
public AAMode mode = (AAMode)((ulong)1L);
// Token: 0x04003788 RID: 14216
[FieldOffset(Offset = "0x2C")]
[Token(Token = "0x4003788")]
public bool showGeneratedNormals;
// Token: 0x04003789 RID: 14217
[FieldOffset(Offset = "0x30")]
[Token(Token = "0x4003789")]
public float offsetScale = 0.2f;
// Token: 0x0400378A RID: 14218
[FieldOffset(Offset = "0x34")]
[Token(Token = "0x400378A")]
public float blurRadius = 18f;
// Token: 0x0400378B RID: 14219
[FieldOffset(Offset = "0x38")]
[Token(Token = "0x400378B")]
public float edgeThresholdMin = 0.05f;
// Token: 0x0400378C RID: 14220
[FieldOffset(Offset = "0x3C")]
[Token(Token = "0x400378C")]
public float edgeThreshold = 0.2f;
// Token: 0x0400378D RID: 14221
[FieldOffset(Offset = "0x40")]
[Token(Token = "0x400378D")]
public float edgeSharpness = 4f;
// Token: 0x0400378E RID: 14222
[FieldOffset(Offset = "0x44")]
[Token(Token = "0x400378E")]
public bool dlaaSharp;
// Token: 0x0400378F RID: 14223
[FieldOffset(Offset = "0x48")]
[Token(Token = "0x400378F")]
public Shader ssaaShader;
// Token: 0x04003790 RID: 14224
[FieldOffset(Offset = "0x50")]
[Token(Token = "0x4003790")]
private Material ssaa;
// Token: 0x04003791 RID: 14225
[FieldOffset(Offset = "0x58")]
[Token(Token = "0x4003791")]
public Shader dlaaShader;
// Token: 0x04003792 RID: 14226
[FieldOffset(Offset = "0x60")]
[Token(Token = "0x4003792")]
private Material dlaa;
// Token: 0x04003793 RID: 14227
[FieldOffset(Offset = "0x68")]
[Token(Token = "0x4003793")]
public Shader nfaaShader;
// Token: 0x04003794 RID: 14228
[FieldOffset(Offset = "0x70")]
[Token(Token = "0x4003794")]
private Material nfaa;
// Token: 0x04003795 RID: 14229
[FieldOffset(Offset = "0x78")]
[Token(Token = "0x4003795")]
public Shader shaderFXAAPreset2;
// Token: 0x04003796 RID: 14230
[FieldOffset(Offset = "0x80")]
[Token(Token = "0x4003796")]
private Material materialFXAAPreset2;
// Token: 0x04003797 RID: 14231
[FieldOffset(Offset = "0x88")]
[Token(Token = "0x4003797")]
public Shader shaderFXAAPreset3;
// Token: 0x04003798 RID: 14232
[FieldOffset(Offset = "0x90")]
[Token(Token = "0x4003798")]
private Material materialFXAAPreset3;
// Token: 0x04003799 RID: 14233
[FieldOffset(Offset = "0x98")]
[Token(Token = "0x4003799")]
public Shader shaderFXAAII;
// Token: 0x0400379A RID: 14234
[FieldOffset(Offset = "0xA0")]
[Token(Token = "0x400379A")]
private Material materialFXAAII;
// Token: 0x0400379B RID: 14235
[FieldOffset(Offset = "0xA8")]
[Token(Token = "0x400379B")]
public Shader shaderFXAAIII;
// Token: 0x0400379C RID: 14236
[FieldOffset(Offset = "0xB0")]
[Token(Token = "0x400379C")]
private Material materialFXAAIII;
}
}