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(); 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; } }