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Ongeki_ChibiViewer/Assets/FX/FX_Unlit_Rate_2Tex_PolarCoo...

201 lines
5.9 KiB

using System;
using UnityEngine;
using UnityEngine.UI;
namespace FX
{
// Token: 0x02000765 RID: 1893
[RequireComponent(typeof(Image))]
[ExecuteInEditMode]
public class FX_Unlit_Rate_2Tex_PolarCoordinate : MonoBehaviour
{
// Token: 0x0600304E RID: 12366 RVA: 0x0010348C File Offset: 0x0010348C
private void Start()
{
if (null == this.material_)
{
this.material_ = new Material(this._shader);
this.material_.hideFlags = (HideFlags.HideInHierarchy | HideFlags.DontSaveInEditor | HideFlags.NotEditable | HideFlags.DontSaveInBuild);
}
this.reset();
}
// Token: 0x0600304F RID: 12367 RVA: 0x001034C4 File Offset: 0x001034C4
private void OnDidApplyAnimationProperties()
{
this.reset();
}
// Token: 0x06003050 RID: 12368 RVA: 0x001034CC File Offset: 0x001034CC
private void OnDestroy()
{
if (null != this.material_)
{
UnityEngine.Object.DestroyImmediate(this.material_);
this.material_ = null;
}
}
// Token: 0x06003051 RID: 12369 RVA: 0x001034F4 File Offset: 0x001034F4
private void reset()
{
Image component = base.transform.GetComponent<Image>();
if (component == null)
{
return;
}
this.initPropertyId();
component.material = this.material_;
component.material.SetColor(this.id_TintColor, this.TintColor_);
component.material.SetFloat(this.id_Exposure, this.Exposure_);
component.material.SetFloat(this.id_Opacity, this.Opacity_);
component.material.SetFloat(this.id_OverExposure_MulToOpacity, (float)(this.OverExposure_MulToOpacity_ ? 1 : 0));
component.material.SetFloat(this.id_OverExposure_ClampEmission, (float)(this.OverExposure_ClampEmission_ ? 1 : 0));
component.material.SetTexture(this.id_Tex2, this.Tex2_);
component.material.SetFloat(this.id_Switch_uv, (float)(this.Switch_uv_ ? 1 : 0));
component.material.SetFloat(this.id_Exp_Radial_easing, this.Exp_Radial_easing_);
component.material.SetFloat(this.id_Use_CircleMask, (float)(this.Use_CircleMask_ ? 1 : 0));
component.material.SetFloat(this.id_Exp_CircleMask, this.Exp_CircleMask_);
component.material.SetFloat(this.id_Cutoff, this.Cutoff_);
component.material.SetFloat(this.id_Border_Rotate, this.Border_Rotate_);
component.material.SetFloat(this.id_Border_Amount, this.Border_Amount_);
component.material.SetFloat(this.id_Border_Thickness, this.Border_Thickness_);
}
// Token: 0x06003052 RID: 12370 RVA: 0x001036A4 File Offset: 0x001036A4
private void initPropertyId()
{
if (this.id_Opacity != 0)
{
return;
}
this.id_TintColor = Shader.PropertyToID("_TintColor");
this.id_Exposure = Shader.PropertyToID("_Exposure");
this.id_Opacity = Shader.PropertyToID("_Opacity");
this.id_OverExposure_MulToOpacity = Shader.PropertyToID("_OverExposure_MulToOpacity");
this.id_OverExposure_ClampEmission = Shader.PropertyToID("_OverExposure_ClampEmission");
this.id_Tex2 = Shader.PropertyToID("_Tex2");
this.id_Switch_uv = Shader.PropertyToID("_Switch_uv");
this.id_Exp_Radial_easing = Shader.PropertyToID("_Exp_Radial_easing");
this.id_Use_CircleMask = Shader.PropertyToID("_Use_CircleMask");
this.id_Exp_CircleMask = Shader.PropertyToID("_Exp_CircleMask");
this.id_Cutoff = Shader.PropertyToID("_Cutoff");
this.id_Border_Rotate = Shader.PropertyToID("_Border_Rotate");
this.id_Border_Amount = Shader.PropertyToID("_Border_Amount");
this.id_Border_Thickness = Shader.PropertyToID("_Border_Thickness");
}
// Token: 0x04005679 RID: 22137
[SerializeField]
private Shader _shader;
// Token: 0x0400567A RID: 22138
[SerializeField]
private Color TintColor_ = Color.white;
// Token: 0x0400567B RID: 22139
[Range(-20f, 20f)]
[SerializeField]
private float Exposure_;
// Token: 0x0400567C RID: 22140
[SerializeField]
private float Opacity_ = 1f;
// Token: 0x0400567D RID: 22141
[SerializeField]
private bool OverExposure_MulToOpacity_ = true;
// Token: 0x0400567E RID: 22142
[SerializeField]
private bool OverExposure_ClampEmission_ = true;
// Token: 0x0400567F RID: 22143
[SerializeField]
private Texture2D Tex2_;
// Token: 0x04005680 RID: 22144
[SerializeField]
private bool Switch_uv_;
// Token: 0x04005681 RID: 22145
[Range(-5f, 5f)]
[SerializeField]
private float Exp_Radial_easing_;
// Token: 0x04005682 RID: 22146
[SerializeField]
private bool Use_CircleMask_;
// Token: 0x04005683 RID: 22147
[SerializeField]
[Range(-5f, 5f)]
private float Exp_CircleMask_ = -5f;
// Token: 0x04005684 RID: 22148
private float Cutoff_ = 0.5f;
// Token: 0x04005685 RID: 22149
[SerializeField]
private float Border_Rotate_;
// Token: 0x04005686 RID: 22150
[Range(0.0001f, 1f)]
[SerializeField]
private float Border_Amount_ = 0.05f;
// Token: 0x04005687 RID: 22151
[SerializeField]
[Range(0f, 1f)]
private float Border_Thickness_ = 1f;
// Token: 0x04005688 RID: 22152
private Material material_;
// Token: 0x04005689 RID: 22153
private int id_TintColor;
// Token: 0x0400568A RID: 22154
private int id_Exposure;
// Token: 0x0400568B RID: 22155
private int id_Opacity;
// Token: 0x0400568C RID: 22156
private int id_OverExposure_MulToOpacity;
// Token: 0x0400568D RID: 22157
private int id_OverExposure_ClampEmission;
// Token: 0x0400568E RID: 22158
private int id_Tex2;
// Token: 0x0400568F RID: 22159
private int id_Switch_uv;
// Token: 0x04005690 RID: 22160
private int id_Exp_Radial_easing;
// Token: 0x04005691 RID: 22161
private int id_Use_CircleMask;
// Token: 0x04005692 RID: 22162
private int id_Exp_CircleMask;
// Token: 0x04005693 RID: 22163
private int id_Cutoff;
// Token: 0x04005694 RID: 22164
private int id_Border_Rotate;
// Token: 0x04005695 RID: 22165
private int id_Border_Amount;
// Token: 0x04005696 RID: 22166
private int id_Border_Thickness;
// Token: 0x04005697 RID: 22167
private const HideFlags HideAndDontSave = HideFlags.HideInHierarchy | HideFlags.DontSaveInEditor | HideFlags.NotEditable | HideFlags.DontSaveInBuild;
}
}