using System; using UnityEngine; using UnityEngine.Rendering; // Token: 0x0200005E RID: 94 [ExecuteInEditMode] public class CameraParams : MonoBehaviour { // Token: 0x06000B48 RID: 2888 RVA: 0x000DD544 File Offset: 0x000DB744 private void Start() { this.SetParams(); if (this.meshRenderer) { this.meshRenderer.shadowCastingMode = ShadowCastingMode.Off; this.meshRenderer.receiveShadows = false; if (this.meshRenderer && this.meshRenderer.sharedMaterial) { this.bakedShadows = this.meshRenderer.sharedMaterial.GetTexture("_ShadowsTex"); } } } // Token: 0x06000B49 RID: 2889 RVA: 0x000DD5B6 File Offset: 0x000DB7B6 private void OnEnable() { this.SetParams(); } // Token: 0x06000B4A RID: 2890 RVA: 0x000DD5BE File Offset: 0x000DB7BE private void Update() { this.SetParams(); } // Token: 0x06000B4B RID: 2891 RVA: 0x000DD5C8 File Offset: 0x000DB7C8 public void SetParams() { if (this.cam) { this.sceneMatrix = this.cam.cameraToWorldMatrix; if (this.meshRenderer && this.meshRenderer.sharedMaterial) { this.meshRenderer.sharedMaterial.SetMatrix("_Scene_CamToWorld", this.sceneMatrix); this.projMatrix = GL.GetGPUProjectionMatrix(this.cam.projectionMatrix, true) * this.cam.worldToCameraMatrix; this.meshRenderer.sharedMaterial.SetMatrix("_Scene_CameraProjectionMatrix", this.projMatrix); if (this.shadowParams) { this.meshRenderer.sharedMaterial.SetMatrix("_Scene_ShadowMatrix_", this.shadowParams.shadowMatrixMorning); } else { this.meshRenderer.sharedMaterial.SetMatrix("_Scene_ShadowMatrix_", this.shadowMatrixMorning); } float num = 1f; this.projParams = new Vector4(num, this.cam.nearClipPlane, this.cam.farClipPlane, 1f / this.cam.farClipPlane); this.meshRenderer.sharedMaterial.SetVector("_Scene_ProjectionParams", this.projParams); } } } // Token: 0x04001048 RID: 4168 [Header("CAMERA VARIABLES")] public Matrix4x4 projMatrix; // Token: 0x04001049 RID: 4169 public Matrix4x4 sceneMatrix; // Token: 0x0400104A RID: 4170 public Vector4 projParams; // Token: 0x0400104B RID: 4171 public Matrix4x4 shadowMatrixMorning; // Token: 0x0400104C RID: 4172 public Matrix4x4 shadowMatrixAfternoon; // Token: 0x0400104D RID: 4173 public Matrix4x4 shadowMatrixEvening; // Token: 0x0400104E RID: 4174 public Matrix4x4 shadowMatrixNight; // Token: 0x0400104F RID: 4175 public Matrix4x4 shadowMatrixIndoor; // Token: 0x04001050 RID: 4176 public Texture2D shadowsMorning; // Token: 0x04001051 RID: 4177 public Texture2D shadowsAfternoon; // Token: 0x04001052 RID: 4178 public Texture2D shadowsEvening; // Token: 0x04001053 RID: 4179 public Texture2D shadowsNight; // Token: 0x04001054 RID: 4180 public Texture2D shadowsIndoors; // Token: 0x04001055 RID: 4181 public Texture bakedShadows; // Token: 0x04001056 RID: 4182 public Texture2D pointLightShadow1; // Token: 0x04001057 RID: 4183 public Texture2D pointLightShadow2; // Token: 0x04001058 RID: 4184 public Texture2D pointLightShadow3; // Token: 0x04001059 RID: 4185 public Texture2D pointLightShadow4; // Token: 0x0400105A RID: 4186 public Texture2D pointLightShadow5; // Token: 0x0400105B RID: 4187 public Texture2D pointLightShadow6; // Token: 0x0400105C RID: 4188 public Vector3 center; // Token: 0x0400105D RID: 4189 [Header("RENDERER")] public MeshRenderer meshRenderer; // Token: 0x0400105E RID: 4190 [Header("CAMERA")] public Camera cam; // Token: 0x0400105F RID: 4191 public CameraParams shadowParams; }