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