66 lines
1.9 KiB
C#
66 lines
1.9 KiB
C#
using System;
|
|
using Cpp2IlInjected;
|
|
using UnityEngine.Scripting;
|
|
|
|
namespace UnityEngine.Rendering.PostProcessing
|
|
{
|
|
// Token: 0x0200002E RID: 46
|
|
[Token(Token = "0x2000029")]
|
|
[Preserve]
|
|
internal sealed class MotionBlurRenderer : PostProcessEffectRenderer<MotionBlur>
|
|
{
|
|
// Token: 0x06000059 RID: 89 RVA: 0x00002238 File Offset: 0x00000438
|
|
[Token(Token = "0x6000059")]
|
|
[Address(RVA = "0x6271D0", Offset = "0x6261D0", VA = "0x1806271D0", Slot = "5")]
|
|
public override DepthTextureMode GetCameraFlags()
|
|
{
|
|
return DepthTextureMode.None;
|
|
}
|
|
|
|
// Token: 0x0600005A RID: 90 RVA: 0x00002050 File Offset: 0x00000250
|
|
[Token(Token = "0x600005A")]
|
|
[Address(RVA = "0x7AB4B0", Offset = "0x7AA4B0", VA = "0x1807AB4B0")]
|
|
private void CreateTemporaryRT(PostProcessRenderContext context, int nameID, int width, int height, RenderTextureFormat RTFormat)
|
|
{
|
|
}
|
|
|
|
// Token: 0x0600005B RID: 91 RVA: 0x00002050 File Offset: 0x00000250
|
|
[Token(Token = "0x600005B")]
|
|
[Address(RVA = "0x7AB570", Offset = "0x7AA570", VA = "0x1807AB570", Slot = "8")]
|
|
public override void Render(PostProcessRenderContext context)
|
|
{
|
|
}
|
|
|
|
// Token: 0x0600005C RID: 92 RVA: 0x00002050 File Offset: 0x00000250
|
|
[Token(Token = "0x600005C")]
|
|
[Address(RVA = "0x7AC0F0", Offset = "0x7AB0F0", VA = "0x1807AC0F0")]
|
|
public MotionBlurRenderer()
|
|
{
|
|
}
|
|
|
|
// Token: 0x0200002F RID: 47
|
|
[Token(Token = "0x200006D")]
|
|
private enum Pass
|
|
{
|
|
// Token: 0x040000BB RID: 187
|
|
[Token(Token = "0x400026C")]
|
|
VelocitySetup,
|
|
// Token: 0x040000BC RID: 188
|
|
[Token(Token = "0x400026D")]
|
|
TileMax1,
|
|
// Token: 0x040000BD RID: 189
|
|
[Token(Token = "0x400026E")]
|
|
TileMax2,
|
|
// Token: 0x040000BE RID: 190
|
|
[Token(Token = "0x400026F")]
|
|
TileMaxV,
|
|
// Token: 0x040000BF RID: 191
|
|
[Token(Token = "0x4000270")]
|
|
NeighborMax,
|
|
// Token: 0x040000C0 RID: 192
|
|
[Token(Token = "0x4000271")]
|
|
Reconstruction
|
|
}
|
|
}
|
|
}
|