Files
NobetaSource/Cpp2IL/Assembly-CSharp/UnityStandardAssets/ImageEffects/Antialiasing.cs
2023-09-06 22:19:13 +02:00

191 lines
5.7 KiB
C#

using System;
using Cpp2IlInjected;
using UnityEngine;
namespace UnityStandardAssets.ImageEffects
{
// Token: 0x020005EA RID: 1514
[Token(Token = "0x20005EA")]
[ExecuteInEditMode]
[RequireComponent(typeof(Camera))]
[AddComponentMenu("Image Effects/Other/Antialiasing")]
public class Antialiasing : PostEffectsBase
{
// Token: 0x06003164 RID: 12644 RVA: 0x000020D3 File Offset: 0x000002D3
[Token(Token = "0x6003164")]
[Address(RVA = "0xDB34A0", Offset = "0xDB24A0", VA = "0x180DB34A0")]
public Material CurrentAAMaterial()
{
throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method.");
}
// Token: 0x06003165 RID: 12645 RVA: 0x0006A840 File Offset: 0x00068A40
[Token(Token = "0x6003165")]
[Address(RVA = "0xDB3320", Offset = "0xDB2320", VA = "0x180DB3320", 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: 0x06003166 RID: 12646 RVA: 0x000020D3 File Offset: 0x000002D3
[Token(Token = "0x6003166")]
[Address(RVA = "0xDB3510", Offset = "0xDB2510", VA = "0x180DB3510")]
public void OnRenderImage(RenderTexture source, RenderTexture destination)
{
throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method.");
}
// Token: 0x06003167 RID: 12647 RVA: 0x0006A978 File Offset: 0x00068B78
[Token(Token = "0x6003167")]
[Address(RVA = "0xDB3A50", Offset = "0xDB2A50", VA = "0x180DB3A50")]
public Antialiasing()
{
}
// Token: 0x04003A71 RID: 14961
[FieldOffset(Offset = "0x28")]
[Token(Token = "0x4003A71")]
public AAMode mode = (AAMode)((ulong)1L);
// Token: 0x04003A72 RID: 14962
[FieldOffset(Offset = "0x2C")]
[Token(Token = "0x4003A72")]
public bool showGeneratedNormals;
// Token: 0x04003A73 RID: 14963
[FieldOffset(Offset = "0x30")]
[Token(Token = "0x4003A73")]
public float offsetScale = 0.2f;
// Token: 0x04003A74 RID: 14964
[FieldOffset(Offset = "0x34")]
[Token(Token = "0x4003A74")]
public float blurRadius = 18f;
// Token: 0x04003A75 RID: 14965
[FieldOffset(Offset = "0x38")]
[Token(Token = "0x4003A75")]
public float edgeThresholdMin = 0.05f;
// Token: 0x04003A76 RID: 14966
[FieldOffset(Offset = "0x3C")]
[Token(Token = "0x4003A76")]
public float edgeThreshold = 0.2f;
// Token: 0x04003A77 RID: 14967
[FieldOffset(Offset = "0x40")]
[Token(Token = "0x4003A77")]
public float edgeSharpness = 4f;
// Token: 0x04003A78 RID: 14968
[FieldOffset(Offset = "0x44")]
[Token(Token = "0x4003A78")]
public bool dlaaSharp;
// Token: 0x04003A79 RID: 14969
[FieldOffset(Offset = "0x48")]
[Token(Token = "0x4003A79")]
public Shader ssaaShader;
// Token: 0x04003A7A RID: 14970
[FieldOffset(Offset = "0x50")]
[Token(Token = "0x4003A7A")]
private Material ssaa;
// Token: 0x04003A7B RID: 14971
[FieldOffset(Offset = "0x58")]
[Token(Token = "0x4003A7B")]
public Shader dlaaShader;
// Token: 0x04003A7C RID: 14972
[FieldOffset(Offset = "0x60")]
[Token(Token = "0x4003A7C")]
private Material dlaa;
// Token: 0x04003A7D RID: 14973
[FieldOffset(Offset = "0x68")]
[Token(Token = "0x4003A7D")]
public Shader nfaaShader;
// Token: 0x04003A7E RID: 14974
[FieldOffset(Offset = "0x70")]
[Token(Token = "0x4003A7E")]
private Material nfaa;
// Token: 0x04003A7F RID: 14975
[FieldOffset(Offset = "0x78")]
[Token(Token = "0x4003A7F")]
public Shader shaderFXAAPreset2;
// Token: 0x04003A80 RID: 14976
[FieldOffset(Offset = "0x80")]
[Token(Token = "0x4003A80")]
private Material materialFXAAPreset2;
// Token: 0x04003A81 RID: 14977
[FieldOffset(Offset = "0x88")]
[Token(Token = "0x4003A81")]
public Shader shaderFXAAPreset3;
// Token: 0x04003A82 RID: 14978
[FieldOffset(Offset = "0x90")]
[Token(Token = "0x4003A82")]
private Material materialFXAAPreset3;
// Token: 0x04003A83 RID: 14979
[FieldOffset(Offset = "0x98")]
[Token(Token = "0x4003A83")]
public Shader shaderFXAAII;
// Token: 0x04003A84 RID: 14980
[FieldOffset(Offset = "0xA0")]
[Token(Token = "0x4003A84")]
private Material materialFXAAII;
// Token: 0x04003A85 RID: 14981
[FieldOffset(Offset = "0xA8")]
[Token(Token = "0x4003A85")]
public Shader shaderFXAAIII;
// Token: 0x04003A86 RID: 14982
[FieldOffset(Offset = "0xB0")]
[Token(Token = "0x4003A86")]
private Material materialFXAAIII;
}
}