terraria-cpp2il-methodrecon v1.4.4.9
Terraria mobile dump, with reconstructed method body. Dump with CallAnalysis: https://infinitynichto.github.io/terraria-cpp2il
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ScreenShader.cs
Go to the documentation of this file.
1using System;
4using UnityEngine;
5
7{
8 // Token: 0x0200036C RID: 876
9 public class ScreenShader : Effect
10 {
11 // Token: 0x060016D8 RID: 5848 RVA: 0x00063D4C File Offset: 0x00061F4C
13 : base(device)
14 {
15 }
16
17 // Token: 0x170002AD RID: 685
18 // (get) Token: 0x060016D9 RID: 5849 RVA: 0x00063D68 File Offset: 0x00061F68
19 public static ScreenShader Effect
20 {
21 get
22 {
23 if (!true)
24 {
25 }
26 if (true || !true)
27 {
28 }
29 if ("Technique1" == null)
30 {
31 }
32 return "Technique1";
33 }
34 }
35
36 // Token: 0x060016DA RID: 5850 RVA: 0x000021DB File Offset: 0x000003DB
37 private static void LoadPass(List<EffectPass> passes, string pass)
38 {
39 throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method.");
40 }
41
42 // Token: 0x060016DB RID: 5851 RVA: 0x00063D8C File Offset: 0x00061F8C
43 public override void ApplyValuesToMaterial(EffectPass pass, Material material)
44 {
45 if (!true)
46 {
47 }
48 Color color = this._uColor.Color;
50 float @float = this._uOpacity.Float;
51 material.SetFloat(43139072, @float);
52 float float2 = this._uTime.Float;
53 material.SetFloat(43139072, float2);
54 float float3 = this._uIntensity.Float;
55 material.SetFloat(43139072, float3);
56 float float4 = this._uProgress.Float;
57 material.SetFloat(43139072, float4);
58 Vector4 vector = this._uScreenResolution.Vector;
65 bool flag = pass.Name == "FilterWaterDistortion";
66 }
67
68 // Token: 0x060016DC RID: 5852 RVA: 0x00063E88 File Offset: 0x00062088
69 // Note: this type is marked as 'beforefieldinit'.
70 static ScreenShader()
71 {
72 int num = Shader.PropertyToID("_Color");
73 int num2 = Shader.PropertyToID("_Opacity");
74 int num3 = Shader.PropertyToID("_SecondaryColor");
75 int num4 = Shader.PropertyToID("_ShaderTime");
76 int num5 = Shader.PropertyToID("_ScreenResolution");
77 int num6 = Shader.PropertyToID("_ScreenPosition");
78 int num7 = Shader.PropertyToID("_TargetPosition");
79 int num8 = Shader.PropertyToID("_Intensity");
80 int num9 = Shader.PropertyToID("_Progress");
81 int num10 = Shader.PropertyToID("_Direction");
82 int num11 = Shader.PropertyToID("_ImageSize1");
83 int num12 = Shader.PropertyToID("_ImageSize2");
84 int num13 = Shader.PropertyToID("_ImageSize3");
85 int num14 = Shader.PropertyToID("_Zoom");
86 }
87
88 // Token: 0x0400254D RID: 9549
90
91 // Token: 0x0400254E RID: 9550
93
94 // Token: 0x0400254F RID: 9551
96
97 // Token: 0x04002550 RID: 9552
99
100 // Token: 0x04002551 RID: 9553
102
103 // Token: 0x04002552 RID: 9554
105
106 // Token: 0x04002553 RID: 9555
108
109 // Token: 0x04002554 RID: 9556
111
112 // Token: 0x04002555 RID: 9557
114
115 // Token: 0x04002556 RID: 9558
117
118 // Token: 0x04002557 RID: 9559
120
121 // Token: 0x04002558 RID: 9560
123
124 // Token: 0x04002559 RID: 9561
126
127 // Token: 0x0400255A RID: 9562
129
130 // Token: 0x0400255B RID: 9563
132
133 // Token: 0x0400255C RID: 9564
134 private static ScreenShader _effect;
135
136 // Token: 0x0400255D RID: 9565
137 private static int _colorId;
138
139 // Token: 0x0400255E RID: 9566
140 private static int _opacityId;
141
142 // Token: 0x0400255F RID: 9567
143 private static int _secondaryColorId;
144
145 // Token: 0x04002560 RID: 9568
146 private static int _timeId;
147
148 // Token: 0x04002561 RID: 9569
149 private static int _screenResolutionId;
150
151 // Token: 0x04002562 RID: 9570
152 private static int _screenPositionId;
153
154 // Token: 0x04002563 RID: 9571
155 private static int _targetPositionId;
156
157 // Token: 0x04002564 RID: 9572
158 private static int _intensityId;
159
160 // Token: 0x04002565 RID: 9573
161 private static int _progressId;
162
163 // Token: 0x04002566 RID: 9574
164 private static int _directionId;
165
166 // Token: 0x04002567 RID: 9575
167 private static int _ImageSize1;
168
169 // Token: 0x04002568 RID: 9576
170 private static int _ImageSize2;
171
172 // Token: 0x04002569 RID: 9577
173 private static int _ImageSize3;
174
175 // Token: 0x0400256A RID: 9578
176 private static int _Zoom;
177 }
178}
class f__AnonymousType0<< Count > j__TPar
override void ApplyValuesToMaterial(EffectPass pass, Material material)
static void LoadPass(List< EffectPass > passes, string pass)
void SetFloat(string name, float value)
Definition Material.cs:183
static int PropertyToID(string name)
Definition Shader.cs:50