42 lines
1.2 KiB
C#
42 lines
1.2 KiB
C#
using System;
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using Cpp2IlInjected;
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namespace UnityEngine.Rendering.Universal.Internal
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{
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// Token: 0x02000096 RID: 150
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[Token(Token = "0x2000084")]
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public sealed class FullscreenMaterialPass : ScriptableRenderPass
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{
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// Token: 0x0600028A RID: 650 RVA: 0x00002050 File Offset: 0x00000250
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[Token(Token = "0x6000273")]
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[Address(RVA = "0x19C9090", Offset = "0x19C7E90", VA = "0x1819C9090")]
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public FullscreenMaterialPass(RenderPassEvent evt)
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{
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}
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// Token: 0x0600028B RID: 651 RVA: 0x00003618 File Offset: 0x00001818
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[Token(Token = "0x6000274")]
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[Address(RVA = "0x19D3350", Offset = "0x19D2150", VA = "0x1819D3350")]
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public bool Setup(Material material)
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{
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return default(bool);
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}
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// Token: 0x0600028C RID: 652 RVA: 0x00002050 File Offset: 0x00000250
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[Token(Token = "0x6000275")]
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[Address(RVA = "0x19D3210", Offset = "0x19D2010", VA = "0x1819D3210", Slot = "7")]
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public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
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{
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}
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// Token: 0x04000385 RID: 901
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[FieldOffset(Offset = "0x68")]
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[Token(Token = "0x4000316")]
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private Material m_Material;
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// Token: 0x04000386 RID: 902
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[Token(Token = "0x4000317")]
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private const string k_ProfilerTag = "Blit Material Pass";
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}
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}
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