scripts
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using System;
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using UnityEngine;
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namespace UnityStandardAssets.ImageEffects
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{
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// Token: 0x02000063 RID: 99
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[ExecuteInEditMode]
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[RequireComponent(typeof(Camera))]
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[AddComponentMenu("Image Effects/Color Adjustments/Contrast Enhance (Unsharp Mask)")]
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public class ContrastEnhance : PostEffectsBase
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{
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// Token: 0x06000109 RID: 265 RVA: 0x0000B75C File Offset: 0x00009B5C
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public override bool CheckResources()
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{
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base.CheckSupport(false);
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this.contrastCompositeMaterial = base.CheckShaderAndCreateMaterial(this.contrastCompositeShader, this.contrastCompositeMaterial);
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this.separableBlurMaterial = base.CheckShaderAndCreateMaterial(this.separableBlurShader, this.separableBlurMaterial);
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if (!this.isSupported)
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{
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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: 0x0600010A RID: 266 RVA: 0x0000B7B8 File Offset: 0x00009BB8
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private void OnRenderImage(RenderTexture source, RenderTexture destination)
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{
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if (!this.CheckResources())
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{
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Graphics.Blit(source, destination);
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return;
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}
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int width = source.width;
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int height = source.height;
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RenderTexture temporary = RenderTexture.GetTemporary(width / 2, height / 2, 0);
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Graphics.Blit(source, temporary);
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RenderTexture renderTexture = RenderTexture.GetTemporary(width / 4, height / 4, 0);
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Graphics.Blit(temporary, renderTexture);
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RenderTexture.ReleaseTemporary(temporary);
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this.separableBlurMaterial.SetVector("offsets", new Vector4(0f, this.blurSpread * 1f / (float)renderTexture.height, 0f, 0f));
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RenderTexture temporary2 = RenderTexture.GetTemporary(width / 4, height / 4, 0);
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Graphics.Blit(renderTexture, temporary2, this.separableBlurMaterial);
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RenderTexture.ReleaseTemporary(renderTexture);
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this.separableBlurMaterial.SetVector("offsets", new Vector4(this.blurSpread * 1f / (float)renderTexture.width, 0f, 0f, 0f));
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renderTexture = RenderTexture.GetTemporary(width / 4, height / 4, 0);
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Graphics.Blit(temporary2, renderTexture, this.separableBlurMaterial);
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RenderTexture.ReleaseTemporary(temporary2);
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this.contrastCompositeMaterial.SetTexture("_MainTexBlurred", renderTexture);
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this.contrastCompositeMaterial.SetFloat("intensity", this.intensity);
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this.contrastCompositeMaterial.SetFloat("threshold", this.threshold);
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Graphics.Blit(source, destination, this.contrastCompositeMaterial);
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RenderTexture.ReleaseTemporary(renderTexture);
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}
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// Token: 0x04000239 RID: 569
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[Range(0f, 1f)]
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public float intensity = 0.5f;
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// Token: 0x0400023A RID: 570
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[Range(0f, 0.999f)]
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public float threshold;
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// Token: 0x0400023B RID: 571
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private Material separableBlurMaterial;
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// Token: 0x0400023C RID: 572
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private Material contrastCompositeMaterial;
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// Token: 0x0400023D RID: 573
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[Range(0f, 1f)]
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public float blurSpread = 1f;
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// Token: 0x0400023E RID: 574
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public Shader separableBlurShader;
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// Token: 0x0400023F RID: 575
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public Shader contrastCompositeShader;
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}
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}
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