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