// Token: 0x06000AAE RID: 2734 RVA: 0x0002E1B0 File Offset: 0x0002C5B0 public static Texture2D SetFoggy(Texture2D tex) { Texture2D texture2D = TextureUtility.Copy(tex); for (int i = 1; i < tex.width - 1; i++) { for (int j = 1; j < tex.height - 1; j++) { int num = UnityEngine.Random.Range(0, 123456); int num2 = i + num % 19; int num3 = j + num % 19; if (num2 >= tex.width) { num2 = tex.width - 1; } if (num3 >= tex.height) { num3 = tex.height - 1; } Color pixel = tex.GetPixel(num2, num3); texture2D.SetPixel(i, j, pixel); } } texture2D.Apply(); return(texture2D); }
// Token: 0x06000AAF RID: 2735 RVA: 0x0002E260 File Offset: 0x0002C660 public static Texture2D SetSoft(Texture2D tex) { Texture2D texture2D = TextureUtility.Copy(tex); int[] array = new int[] { 1, 2, 1, 2, 4, 2, 1, 2, 1 }; for (int i = 1; i < tex.width - 1; i++) { for (int j = 1; j < tex.height - 1; j++) { float num = 0f; float num2 = 0f; float num3 = 0f; int num4 = 0; for (int k = -1; k <= 1; k++) { for (int l = -1; l <= 1; l++) { Color pixel = tex.GetPixel(i + l, j + k); num += pixel.r * (float)array[num4]; num2 += pixel.g * (float)array[num4]; num3 += pixel.b * (float)array[num4]; num4++; } } num /= 16f; num2 /= 16f; num3 /= 16f; num = ((num <= 1f) ? num : 1f); num = ((num >= 0f) ? num : 0f); num2 = ((num2 <= 1f) ? num2 : 1f); num2 = ((num2 >= 0f) ? num2 : 0f); num3 = ((num3 <= 1f) ? num3 : 1f); num3 = ((num3 >= 0f) ? num3 : 0f); texture2D.SetPixel(i - 1, j - 1, new Color(num, num2, num3)); } } texture2D.Apply(); return(texture2D); }
// Token: 0x06000AAD RID: 2733 RVA: 0x0002E12C File Offset: 0x0002C52C public static Texture2D SetNegative(Texture2D tex) { Texture2D texture2D = TextureUtility.Copy(tex); Color[] pixels = tex.GetPixels(); for (int i = 0; i < pixels.Length; i++) { Color color = pixels[i]; pixels[i] = new Color(1f - color.r, 1f - color.g, 1f - color.b); } texture2D.SetPixels(pixels); texture2D.Apply(); return(texture2D); }
// Token: 0x06000AAB RID: 2731 RVA: 0x0002DF64 File Offset: 0x0002C364 public static Texture2D SetGrayscale(Texture2D tex) { Texture2D texture2D = TextureUtility.Copy(tex); Color[] pixels = tex.GetPixels(); for (int i = 0; i < pixels.Length; i++) { float num = (pixels[i].r + pixels[i].g + pixels[i].b) / 3f; pixels[i] = new Color(num, num, num); } texture2D.SetPixels(pixels); texture2D.Apply(); return(texture2D); }
// Token: 0x06000AAA RID: 2730 RVA: 0x0002DE98 File Offset: 0x0002C298 public static Texture2D SetSepia(Texture2D tex) { Texture2D texture2D = TextureUtility.Copy(tex); Color[] pixels = tex.GetPixels(); for (int i = 0; i < pixels.Length; i++) { float a = pixels[i].a; float num = pixels[i].r * 0.299f + pixels[i].g * 0.587f + pixels[i].b * 0.114f; Color color = new Color(num, num, num); pixels[i] = new Color(color.r * 1f, color.g * 0.95f, color.b * 0.82f, a); } texture2D.SetPixels(pixels); texture2D.Apply(); return(texture2D); }
// Token: 0x06000AB1 RID: 2737 RVA: 0x0002E5CC File Offset: 0x0002C9CC public static Texture2D SetRelief(Texture2D tex) { Texture2D texture2D = TextureUtility.Copy(tex); for (int i = 0; i < tex.width - 1; i++) { for (int j = 0; j < tex.height - 1; j++) { Color pixel = tex.GetPixel(i, j); Color pixel2 = tex.GetPixel(i + 1, j + 1); float num = Mathf.Abs(pixel.r - pixel2.r + 0.5f); float num2 = Mathf.Abs(pixel.g - pixel2.g + 0.5f); float num3 = Mathf.Abs(pixel.b - pixel2.b + 0.5f); if (num > 1f) { num = 1f; } if (num < 0f) { num = 0f; } if (num2 > 1f) { num2 = 1f; } if (num2 < 0f) { num2 = 0f; } if (num3 > 1f) { num3 = 1f; } if (num3 < 0f) { num3 = 0f; } texture2D.SetPixel(i, j, new Color(num, num2, num3)); } } texture2D.Apply(); return(texture2D); }
// Token: 0x06000AAC RID: 2732 RVA: 0x0002DFE4 File Offset: 0x0002C3E4 public static Texture2D SetPixelate(Texture2D tex, int size) { Texture2D texture2D = TextureUtility.Copy(tex); Rect rect = new Rect(0f, 0f, (float)tex.width, (float)tex.height); int num = (int)rect.x; while ((float)num < rect.x + rect.width && num < tex.width) { int num2 = (int)rect.y; while ((float)num2 < rect.y + rect.height && num2 < tex.height) { int num3 = size / 2; int num4 = size / 2; while (num + num3 >= tex.width) { num3--; } while (num2 + num4 >= tex.height) { num4--; } Color pixel = tex.GetPixel(num + num3, num2 + num4); int num5 = num; while (num5 < num + size && num5 < tex.width) { int num6 = num2; while (num6 < num2 + size && num6 < tex.height) { texture2D.SetPixel(num5, num6, pixel); num6++; } num5++; } num2 += size; } num += size; } texture2D.Apply(); return(texture2D); }