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: 0x02000070 RID: 112
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[ExecuteInEditMode]
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[RequireComponent(typeof(Camera))]
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[AddComponentMenu("Image Effects/Displacement/Fisheye")]
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public class Fisheye : PostEffectsBase
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{
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// Token: 0x06000139 RID: 313 RVA: 0x0000E18E File Offset: 0x0000C58E
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public override bool CheckResources()
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{
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base.CheckSupport(false);
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this.fisheyeMaterial = base.CheckShaderAndCreateMaterial(this.fishEyeShader, this.fisheyeMaterial);
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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: 0x0600013A RID: 314 RVA: 0x0000E1C8 File Offset: 0x0000C5C8
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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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float num = 0.15625f;
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float num2 = (float)source.width * 1f / ((float)source.height * 1f);
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this.fisheyeMaterial.SetVector("intensity", new Vector4(this.strengthX * num2 * num, this.strengthY * num, this.strengthX * num2 * num, this.strengthY * num));
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Graphics.Blit(source, destination, this.fisheyeMaterial);
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}
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// Token: 0x040002C1 RID: 705
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[Range(0f, 1.5f)]
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public float strengthX = 0.05f;
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// Token: 0x040002C2 RID: 706
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[Range(0f, 1.5f)]
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public float strengthY = 0.05f;
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// Token: 0x040002C3 RID: 707
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public Shader fishEyeShader;
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// Token: 0x040002C4 RID: 708
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private Material fisheyeMaterial;
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}
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}
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