Add source files
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using System;
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using UnityEngine;
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namespace LOS
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{
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// Token: 0x0200010A RID: 266
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public class Shaders
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{
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// Token: 0x17000035 RID: 53
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// (get) Token: 0x06001616 RID: 5654 RVA: 0x0019D3A6 File Offset: 0x0019B5A6
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public static Shader Depth
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{
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get
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{
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if (Shaders.m_Depth == null)
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{
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Shaders.m_Depth = Shaders.LoadShader("Shaders/LOSDepth");
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}
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return Shaders.m_Depth;
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}
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}
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// Token: 0x17000036 RID: 54
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// (get) Token: 0x06001617 RID: 5655 RVA: 0x0019D3C9 File Offset: 0x0019B5C9
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public static Shader DepthCone
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{
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get
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{
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if (Shaders.m_DepthCone == null)
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{
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Shaders.m_DepthCone = Shaders.LoadShader("Shaders/LOSDepthCone");
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}
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return Shaders.m_DepthCone;
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}
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}
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// Token: 0x06001618 RID: 5656 RVA: 0x0019D3EC File Offset: 0x0019B5EC
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public static void DestroyResources()
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{
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Shaders.m_Depth = null;
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Shaders.m_DepthCone = null;
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}
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// Token: 0x06001619 RID: 5657 RVA: 0x0019D3FA File Offset: 0x0019B5FA
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private static Shader LoadShader(string shaderResource)
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{
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return Resources.Load(shaderResource, typeof(Shader)) as Shader;
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}
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// Token: 0x0600161A RID: 5658 RVA: 0x0019D411 File Offset: 0x0019B611
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public static bool CheckShader(Shader shader)
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{
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return shader != null && shader.isSupported;
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}
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// Token: 0x0400262C RID: 9772
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private const string DepthShaderPath = "Shaders/LOSDepth";
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// Token: 0x0400262D RID: 9773
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private const string DepthRGBAShaderPath = "Shaders/LOSDepthRGBA";
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// Token: 0x0400262E RID: 9774
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private const string DepthShaderPathCone = "Shaders/LOSDepthCone";
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// Token: 0x0400262F RID: 9775
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private static Shader m_Depth;
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// Token: 0x04002630 RID: 9776
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private static Shader m_DepthCone;
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}
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}
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