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

71 lines
2.0 KiB
C#

using System;
using Cpp2IlInjected;
using UnityEngine;
namespace UnityStandardAssets.ImageEffects
{
// Token: 0x0200060F RID: 1551
[Token(Token = "0x200060F")]
[ExecuteInEditMode]
[RequireComponent(typeof(Camera))]
[AddComponentMenu("Image Effects/Displacement/Fisheye")]
public class Fisheye : PostEffectsBase
{
// Token: 0x060031D4 RID: 12756 RVA: 0x0006B970 File Offset: 0x00069B70
[Token(Token = "0x60031D4")]
[Address(RVA = "0x366F40", Offset = "0x365F40", VA = "0x180366F40", 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: 0x060031D5 RID: 12757 RVA: 0x000020D3 File Offset: 0x000002D3
[Token(Token = "0x60031D5")]
[Address(RVA = "0x366FA0", Offset = "0x365FA0", VA = "0x180366FA0")]
private void OnRenderImage(RenderTexture source, RenderTexture destination)
{
throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method.");
}
// Token: 0x060031D6 RID: 12758 RVA: 0x0006B9BC File Offset: 0x00069BBC
[Token(Token = "0x60031D6")]
[Address(RVA = "0x367150", Offset = "0x366150", VA = "0x180367150")]
public Fisheye()
{
}
// Token: 0x04003BCF RID: 15311
[FieldOffset(Offset = "0x28")]
[Token(Token = "0x4003BCF")]
[Range(0f, 1.5f)]
public float strengthX = 0.05f;
// Token: 0x04003BD0 RID: 15312
[FieldOffset(Offset = "0x2C")]
[Token(Token = "0x4003BD0")]
[Range(0f, 1.5f)]
public float strengthY = 0.05f;
// Token: 0x04003BD1 RID: 15313
[FieldOffset(Offset = "0x30")]
[Token(Token = "0x4003BD1")]
public Shader fishEyeShader;
// Token: 0x04003BD2 RID: 15314
[FieldOffset(Offset = "0x38")]
[Token(Token = "0x4003BD2")]
private Material fisheyeMaterial;
}
}