191 lines
5.7 KiB
C#
191 lines
5.7 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: 0x020005EA RID: 1514
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[Token(Token = "0x20005EA")]
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[ExecuteInEditMode]
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[RequireComponent(typeof(Camera))]
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[AddComponentMenu("Image Effects/Other/Antialiasing")]
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public class Antialiasing : PostEffectsBase
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{
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// Token: 0x06003164 RID: 12644 RVA: 0x000020D3 File Offset: 0x000002D3
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[Token(Token = "0x6003164")]
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[Address(RVA = "0xDB34A0", Offset = "0xDB24A0", VA = "0x180DB34A0")]
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public Material CurrentAAMaterial()
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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: 0x06003165 RID: 12645 RVA: 0x0006A840 File Offset: 0x00068A40
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[Token(Token = "0x6003165")]
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[Address(RVA = "0xDB3320", Offset = "0xDB2320", VA = "0x180DB3320", Slot = "4")]
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public override bool CheckResources()
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{
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int num = 0;
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bool flag = base.CheckSupport(num != 0);
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Material material = this.materialFXAAPreset2;
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Shader shader = this.shaderFXAAPreset2;
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Material material2 = base.CreateMaterial(shader, material);
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this.materialFXAAPreset2 = material2;
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Material material3 = this.materialFXAAPreset3;
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Shader shader2 = this.shaderFXAAPreset3;
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Material material4 = base.CreateMaterial(shader2, material3);
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this.materialFXAAPreset3 = material4;
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Material material5 = this.materialFXAAII;
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Shader shader3 = this.shaderFXAAII;
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Material material6 = base.CreateMaterial(shader3, material5);
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this.materialFXAAII = material6;
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Material material7 = this.materialFXAAIII;
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Shader shader4 = this.shaderFXAAIII;
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Material material8 = base.CreateMaterial(shader4, material7);
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this.materialFXAAIII = material8;
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Material material9 = this.nfaa;
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Shader shader5 = this.nfaaShader;
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Material material10 = base.CreateMaterial(shader5, material9);
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this.nfaa = material10;
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Material material11 = this.ssaa;
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Shader shader6 = this.ssaaShader;
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Material material12 = base.CreateMaterial(shader6, material11);
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this.ssaa = material12;
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Material material13 = this.dlaa;
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Shader shader7 = this.dlaaShader;
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Material material14 = base.CreateMaterial(shader7, material13);
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this.dlaa = material14;
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if (!this.ssaaShader.isSupported)
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{
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base.NotSupported();
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base.ReportAutoDisable();
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}
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return this.isSupported;
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}
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// Token: 0x06003166 RID: 12646 RVA: 0x000020D3 File Offset: 0x000002D3
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[Token(Token = "0x6003166")]
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[Address(RVA = "0xDB3510", Offset = "0xDB2510", VA = "0x180DB3510")]
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public 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: 0x06003167 RID: 12647 RVA: 0x0006A978 File Offset: 0x00068B78
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[Token(Token = "0x6003167")]
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[Address(RVA = "0xDB3A50", Offset = "0xDB2A50", VA = "0x180DB3A50")]
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public Antialiasing()
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{
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}
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// Token: 0x04003A71 RID: 14961
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[FieldOffset(Offset = "0x28")]
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[Token(Token = "0x4003A71")]
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public AAMode mode = (AAMode)((ulong)1L);
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// Token: 0x04003A72 RID: 14962
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[FieldOffset(Offset = "0x2C")]
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[Token(Token = "0x4003A72")]
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public bool showGeneratedNormals;
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// Token: 0x04003A73 RID: 14963
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[FieldOffset(Offset = "0x30")]
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[Token(Token = "0x4003A73")]
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public float offsetScale = 0.2f;
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// Token: 0x04003A74 RID: 14964
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[FieldOffset(Offset = "0x34")]
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[Token(Token = "0x4003A74")]
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public float blurRadius = 18f;
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// Token: 0x04003A75 RID: 14965
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[FieldOffset(Offset = "0x38")]
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[Token(Token = "0x4003A75")]
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public float edgeThresholdMin = 0.05f;
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// Token: 0x04003A76 RID: 14966
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[FieldOffset(Offset = "0x3C")]
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[Token(Token = "0x4003A76")]
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public float edgeThreshold = 0.2f;
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// Token: 0x04003A77 RID: 14967
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[FieldOffset(Offset = "0x40")]
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[Token(Token = "0x4003A77")]
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public float edgeSharpness = 4f;
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// Token: 0x04003A78 RID: 14968
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[FieldOffset(Offset = "0x44")]
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[Token(Token = "0x4003A78")]
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public bool dlaaSharp;
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// Token: 0x04003A79 RID: 14969
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[FieldOffset(Offset = "0x48")]
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[Token(Token = "0x4003A79")]
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public Shader ssaaShader;
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// Token: 0x04003A7A RID: 14970
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[FieldOffset(Offset = "0x50")]
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[Token(Token = "0x4003A7A")]
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private Material ssaa;
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// Token: 0x04003A7B RID: 14971
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[FieldOffset(Offset = "0x58")]
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[Token(Token = "0x4003A7B")]
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public Shader dlaaShader;
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// Token: 0x04003A7C RID: 14972
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[FieldOffset(Offset = "0x60")]
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[Token(Token = "0x4003A7C")]
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private Material dlaa;
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// Token: 0x04003A7D RID: 14973
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[FieldOffset(Offset = "0x68")]
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[Token(Token = "0x4003A7D")]
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public Shader nfaaShader;
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// Token: 0x04003A7E RID: 14974
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[FieldOffset(Offset = "0x70")]
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[Token(Token = "0x4003A7E")]
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private Material nfaa;
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// Token: 0x04003A7F RID: 14975
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[FieldOffset(Offset = "0x78")]
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[Token(Token = "0x4003A7F")]
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public Shader shaderFXAAPreset2;
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// Token: 0x04003A80 RID: 14976
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[FieldOffset(Offset = "0x80")]
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[Token(Token = "0x4003A80")]
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private Material materialFXAAPreset2;
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// Token: 0x04003A81 RID: 14977
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[FieldOffset(Offset = "0x88")]
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[Token(Token = "0x4003A81")]
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public Shader shaderFXAAPreset3;
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// Token: 0x04003A82 RID: 14978
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[FieldOffset(Offset = "0x90")]
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[Token(Token = "0x4003A82")]
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private Material materialFXAAPreset3;
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// Token: 0x04003A83 RID: 14979
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[FieldOffset(Offset = "0x98")]
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[Token(Token = "0x4003A83")]
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public Shader shaderFXAAII;
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// Token: 0x04003A84 RID: 14980
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[FieldOffset(Offset = "0xA0")]
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[Token(Token = "0x4003A84")]
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private Material materialFXAAII;
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// Token: 0x04003A85 RID: 14981
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[FieldOffset(Offset = "0xA8")]
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[Token(Token = "0x4003A85")]
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public Shader shaderFXAAIII;
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// Token: 0x04003A86 RID: 14982
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[FieldOffset(Offset = "0xB0")]
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[Token(Token = "0x4003A86")]
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private Material materialFXAAIII;
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}
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}
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