using System; using UnityEngine; namespace UnityStandardAssets.ImageEffects { // Token: 0x02000096 RID: 150 [ExecuteInEditMode] [RequireComponent(typeof(Camera))] [AddComponentMenu("Image Effects/Camera/Vignette and Chromatic Aberration")] public class VignetteAndChromaticAberration : PostEffectsBase { // Token: 0x060001A7 RID: 423 RVA: 0x00012E10 File Offset: 0x00011210 public override bool CheckResources() { base.CheckSupport(false); this.m_VignetteMaterial = base.CheckShaderAndCreateMaterial(this.vignetteShader, this.m_VignetteMaterial); this.m_SeparableBlurMaterial = base.CheckShaderAndCreateMaterial(this.separableBlurShader, this.m_SeparableBlurMaterial); this.m_ChromAberrationMaterial = base.CheckShaderAndCreateMaterial(this.chromAberrationShader, this.m_ChromAberrationMaterial); if (!this.isSupported) { base.ReportAutoDisable(); } return this.isSupported; } // Token: 0x060001A8 RID: 424 RVA: 0x00012E84 File Offset: 0x00011284 private void OnRenderImage(RenderTexture source, RenderTexture destination) { if (!this.CheckResources()) { Graphics.Blit(source, destination); return; } int width = source.width; int height = source.height; bool flag = Mathf.Abs(this.blur) > 0f || Mathf.Abs(this.intensity) > 0f; float num = 1f * (float)width / (1f * (float)height); RenderTexture renderTexture = null; RenderTexture renderTexture2 = null; if (flag) { renderTexture = RenderTexture.GetTemporary(width, height, 0, source.format); if (Mathf.Abs(this.blur) > 0f) { renderTexture2 = RenderTexture.GetTemporary(width / 2, height / 2, 0, source.format); Graphics.Blit(source, renderTexture2, this.m_ChromAberrationMaterial, 0); for (int i = 0; i < 2; i++) { this.m_SeparableBlurMaterial.SetVector("offsets", new Vector4(0f, this.blurSpread * 0.001953125f, 0f, 0f)); RenderTexture temporary = RenderTexture.GetTemporary(width / 2, height / 2, 0, source.format); Graphics.Blit(renderTexture2, temporary, this.m_SeparableBlurMaterial); RenderTexture.ReleaseTemporary(renderTexture2); this.m_SeparableBlurMaterial.SetVector("offsets", new Vector4(this.blurSpread * 0.001953125f / num, 0f, 0f, 0f)); renderTexture2 = RenderTexture.GetTemporary(width / 2, height / 2, 0, source.format); Graphics.Blit(temporary, renderTexture2, this.m_SeparableBlurMaterial); RenderTexture.ReleaseTemporary(temporary); } } this.m_VignetteMaterial.SetFloat("_Intensity", 1f / (1f - this.intensity) - 1f); this.m_VignetteMaterial.SetFloat("_Blur", 1f / (1f - this.blur) - 1f); this.m_VignetteMaterial.SetTexture("_VignetteTex", renderTexture2); Graphics.Blit(source, renderTexture, this.m_VignetteMaterial, 0); } this.m_ChromAberrationMaterial.SetFloat("_ChromaticAberration", this.chromaticAberration); this.m_ChromAberrationMaterial.SetFloat("_AxialAberration", this.axialAberration); this.m_ChromAberrationMaterial.SetVector("_BlurDistance", new Vector2(-this.blurDistance, this.blurDistance)); this.m_ChromAberrationMaterial.SetFloat("_Luminance", 1f / Mathf.Max(Mathf.Epsilon, this.luminanceDependency)); if (flag) { renderTexture.wrapMode = TextureWrapMode.Clamp; } else { source.wrapMode = TextureWrapMode.Clamp; } Graphics.Blit((!flag) ? source : renderTexture, destination, this.m_ChromAberrationMaterial, (this.mode != VignetteAndChromaticAberration.AberrationMode.Advanced) ? 1 : 2); RenderTexture.ReleaseTemporary(renderTexture); RenderTexture.ReleaseTemporary(renderTexture2); } // Token: 0x040003BE RID: 958 public VignetteAndChromaticAberration.AberrationMode mode; // Token: 0x040003BF RID: 959 public float intensity = 0.036f; // Token: 0x040003C0 RID: 960 public float chromaticAberration = 0.2f; // Token: 0x040003C1 RID: 961 public float axialAberration = 0.5f; // Token: 0x040003C2 RID: 962 public float blur; // Token: 0x040003C3 RID: 963 public float blurSpread = 0.75f; // Token: 0x040003C4 RID: 964 public float luminanceDependency = 0.25f; // Token: 0x040003C5 RID: 965 public float blurDistance = 2.5f; // Token: 0x040003C6 RID: 966 public Shader vignetteShader; // Token: 0x040003C7 RID: 967 public Shader separableBlurShader; // Token: 0x040003C8 RID: 968 public Shader chromAberrationShader; // Token: 0x040003C9 RID: 969 private Material m_VignetteMaterial; // Token: 0x040003CA RID: 970 private Material m_SeparableBlurMaterial; // Token: 0x040003CB RID: 971 private Material m_ChromAberrationMaterial; // Token: 0x02000097 RID: 151 public enum AberrationMode { // Token: 0x040003CD RID: 973 Simple, // Token: 0x040003CE RID: 974 Advanced } } }