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