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using System;
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using UnityEngine;
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namespace FX
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{
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// Token: 0x02000759 RID: 1881
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public class FX_CopyMat_SetParam2 : MonoBehaviour
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{
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// Token: 0x06003027 RID: 12327 RVA: 0x00102408 File Offset: 0x00102408
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private void Start()
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{
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Renderer component = base.GetComponent<Renderer>();
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this._material = ((!(component != null)) ? null : component.material);
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this._propertyID_ValueName1 = Shader.PropertyToID(this.valueName1);
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this._propertyID_ValueName2 = Shader.PropertyToID(this.valueName2);
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}
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// Token: 0x06003028 RID: 12328 RVA: 0x0010245C File Offset: 0x0010245C
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private void Update()
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{
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if (this._material != null)
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{
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this._material.SetFloat(this._propertyID_ValueName1, this.value1);
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this._material.SetFloat(this._propertyID_ValueName2, this.value2);
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}
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}
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// Token: 0x040055F6 RID: 22006
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[SerializeField]
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private string valueName1 = "_Exposure";
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// Token: 0x040055F7 RID: 22007
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[SerializeField]
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private float value1;
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// Token: 0x040055F8 RID: 22008
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[SerializeField]
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private string valueName2 = "_Opacity";
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// Token: 0x040055F9 RID: 22009
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[SerializeField]
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private float value2;
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// Token: 0x040055FA RID: 22010
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private Material _material;
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// Token: 0x040055FB RID: 22011
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private int _propertyID_ValueName1;
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// Token: 0x040055FC RID: 22012
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private int _propertyID_ValueName2;
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}
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}
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