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: 0x02000620 RID: 1568
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[Token(Token = "0x2000620")]
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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: 0x0600321F RID: 12831 RVA: 0x0006C1FC File Offset: 0x0006A3FC
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[Token(Token = "0x600321F")]
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[Address(RVA = "0x989290", Offset = "0x988290", VA = "0x180989290", 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: 0x06003220 RID: 12832 RVA: 0x000020D3 File Offset: 0x000002D3
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[Token(Token = "0x6003220")]
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[Address(RVA = "0x989320", Offset = "0x988320", VA = "0x180989320")]
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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: 0x06003221 RID: 12833 RVA: 0x000020D3 File Offset: 0x000002D3
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[Token(Token = "0x6003221")]
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[Address(RVA = "0x989D10", Offset = "0x988D10", VA = "0x180989D10")]
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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: 0x04003C2F RID: 15407
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[FieldOffset(Offset = "0x28")]
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[Token(Token = "0x4003C2F")]
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public SunShafts.SunShaftsResolution resolution;
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// Token: 0x04003C30 RID: 15408
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[FieldOffset(Offset = "0x2C")]
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[Token(Token = "0x4003C30")]
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public SunShafts.ShaftsScreenBlendMode screenBlendMode;
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// Token: 0x04003C31 RID: 15409
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[FieldOffset(Offset = "0x30")]
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[Token(Token = "0x4003C31")]
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public Transform sunTransform;
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// Token: 0x04003C32 RID: 15410
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[FieldOffset(Offset = "0x38")]
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[Token(Token = "0x4003C32")]
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public int radialBlurIterations;
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// Token: 0x04003C33 RID: 15411
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[FieldOffset(Offset = "0x3C")]
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[Token(Token = "0x4003C33")]
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public Color sunColor;
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// Token: 0x04003C34 RID: 15412
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[FieldOffset(Offset = "0x4C")]
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[Token(Token = "0x4003C34")]
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public Color sunThreshold;
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// Token: 0x04003C35 RID: 15413
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[FieldOffset(Offset = "0x5C")]
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[Token(Token = "0x4003C35")]
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public float sunShaftBlurRadius;
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// Token: 0x04003C36 RID: 15414
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[FieldOffset(Offset = "0x60")]
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[Token(Token = "0x4003C36")]
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public float sunShaftIntensity;
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// Token: 0x04003C37 RID: 15415
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[FieldOffset(Offset = "0x64")]
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[Token(Token = "0x4003C37")]
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public float maxRadius;
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// Token: 0x04003C38 RID: 15416
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[FieldOffset(Offset = "0x68")]
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[Token(Token = "0x4003C38")]
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public bool useDepthTexture;
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// Token: 0x04003C39 RID: 15417
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[FieldOffset(Offset = "0x70")]
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[Token(Token = "0x4003C39")]
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public Shader sunShaftsShader;
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// Token: 0x04003C3A RID: 15418
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[FieldOffset(Offset = "0x78")]
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[Token(Token = "0x4003C3A")]
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private Material sunShaftsMaterial;
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// Token: 0x04003C3B RID: 15419
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[FieldOffset(Offset = "0x80")]
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[Token(Token = "0x4003C3B")]
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public Shader simpleClearShader;
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// Token: 0x04003C3C RID: 15420
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[FieldOffset(Offset = "0x88")]
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[Token(Token = "0x4003C3C")]
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private Material simpleClearMaterial;
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// Token: 0x02000621 RID: 1569
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[Token(Token = "0x2000621")]
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public enum SunShaftsResolution
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{
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// Token: 0x04003C3E RID: 15422
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[Token(Token = "0x4003C3E")]
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Low,
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// Token: 0x04003C3F RID: 15423
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[Token(Token = "0x4003C3F")]
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Normal,
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// Token: 0x04003C40 RID: 15424
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[Token(Token = "0x4003C40")]
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High
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}
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// Token: 0x02000622 RID: 1570
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[Token(Token = "0x2000622")]
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public enum ShaftsScreenBlendMode
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{
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// Token: 0x04003C42 RID: 15426
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[Token(Token = "0x4003C42")]
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Screen,
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// Token: 0x04003C43 RID: 15427
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[Token(Token = "0x4003C43")]
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Add
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}
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}
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}
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