Decompiled source of MXGuardianShotgun v1.0.0

MXGuardianShotgun.dll

Decompiled 4 months ago
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Diagnostics;
using System.IO;
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Security;
using System.Security.Permissions;
using System.Text;
using System.Xml;
using System.Xml.Serialization;
using BepInEx;
using BepInEx.Logging;
using HarmonyLib;
using OtherLoader;
using Sodalite.Api;
using UnityEditor;
using UnityEngine;
using UnityEngine.Profiling;
using UnityEngine.Rendering;
using UnityEngine.UI;

[assembly: Debuggable(DebuggableAttribute.DebuggingModes.DisableOptimizations | DebuggableAttribute.DebuggingModes.IgnoreSymbolStoreSequencePoints)]
[assembly: RuntimeCompatibility(WrapNonExceptionThrows = true)]
[assembly: SecurityPermission(SecurityAction.RequestMinimum, SkipVerification = true)]
[assembly: AssemblyVersion("0.0.0.0")]
[module: UnverifiableCode]
namespace Volksterism.MXGuardianShotgun;

[BepInPlugin("Volksterism.MXGuardianShotgun", "MXGuardianShotgun", "1.0.0")]
[BepInProcess("h3vr.exe")]
[Description("Built with MeatKit")]
[BepInDependency("h3vr.otherloader", "1.3.0")]
[BepInDependency("h3vr.cityrobo.ModularWorkshopManager", "1.0.0")]
[BepInDependency("nrgill28.Sodalite", "1.4.2")]
public class MXGuardianShotgunPlugin : BaseUnityPlugin
{
	private static readonly string BasePath = Path.GetDirectoryName(Assembly.GetExecutingAssembly().Location);

	internal static ManualLogSource Logger;

	private void Awake()
	{
		Logger = ((BaseUnityPlugin)this).Logger;
		LoadAssets();
	}

	private void LoadAssets()
	{
		Harmony.CreateAndPatchAll(Assembly.GetExecutingAssembly(), "Volksterism.MXGuardianShotgun");
		OtherLoader.RegisterDirectLoad(BasePath, "Volksterism.MXGuardianShotgun", "", "", "mxguardian", "");
		GameAPI.PreloadAllAssets(Path.Combine(BasePath, "mw_mxguardianshotgun"));
	}
}
public class TOD_Animation : MonoBehaviour
{
	[Tooltip("How much to move the clouds when the camera moves.")]
	[TOD_Min(0f)]
	public float CameraMovement = 1f;

	[Tooltip("Wind direction in degrees.")]
	[TOD_Range(0f, 360f)]
	public float WindDegrees = 0f;

	[Tooltip("Speed of the wind that is acting on the clouds.")]
	[TOD_Min(0f)]
	public float WindSpeed = 1f;

	private TOD_Sky sky;

	public Vector3 CloudUV { get; set; }

	public Vector3 OffsetUV
	{
		get
		{
			//IL_0007: Unknown result type (might be due to invalid IL or missing references)
			//IL_0018: Unknown result type (might be due to invalid IL or missing references)
			//IL_001d: Unknown result type (might be due to invalid IL or missing references)
			//IL_0029: Unknown result type (might be due to invalid IL or missing references)
			//IL_002e: Unknown result type (might be due to invalid IL or missing references)
			//IL_0031: Unknown result type (might be due to invalid IL or missing references)
			//IL_0036: Unknown result type (might be due to invalid IL or missing references)
			//IL_0044: Unknown result type (might be due to invalid IL or missing references)
			//IL_0049: Unknown result type (might be due to invalid IL or missing references)
			//IL_004a: Unknown result type (might be due to invalid IL or missing references)
			//IL_004b: Unknown result type (might be due to invalid IL or missing references)
			//IL_004c: Unknown result type (might be due to invalid IL or missing references)
			//IL_0051: Unknown result type (might be due to invalid IL or missing references)
			//IL_0058: Unknown result type (might be due to invalid IL or missing references)
			Vector3 val = ((Component)this).transform.position * (CameraMovement * 0.0001f);
			Quaternion rotation = ((Component)this).transform.rotation;
			Quaternion val2 = Quaternion.Euler(0f, 0f - ((Quaternion)(ref rotation)).eulerAngles.y, 0f);
			return val2 * val;
		}
	}

	protected void Start()
	{
		//IL_001d: Unknown result type (might be due to invalid IL or missing references)
		sky = ((Component)this).GetComponent<TOD_Sky>();
		CloudUV = new Vector3(Random.value, Random.value, Random.value);
	}

	protected void Update()
	{
		//IL_003b: Unknown result type (might be due to invalid IL or missing references)
		//IL_0040: Unknown result type (might be due to invalid IL or missing references)
		//IL_004c: Unknown result type (might be due to invalid IL or missing references)
		//IL_0051: Unknown result type (might be due to invalid IL or missing references)
		//IL_005d: Unknown result type (might be due to invalid IL or missing references)
		//IL_0062: Unknown result type (might be due to invalid IL or missing references)
		//IL_00b4: Unknown result type (might be due to invalid IL or missing references)
		//IL_00e0: Unknown result type (might be due to invalid IL or missing references)
		float num = Mathf.Sin((float)Math.PI / 180f * WindDegrees);
		float num2 = Mathf.Cos((float)Math.PI / 180f * WindDegrees);
		float num3 = 0.001f * Time.deltaTime;
		float num4 = WindSpeed * num3;
		float x = CloudUV.x;
		float y = CloudUV.y;
		float z = CloudUV.z;
		y += num3 * 0.1f;
		x -= num4 * num;
		z -= num4 * num2;
		x -= Mathf.Floor(x);
		y -= Mathf.Floor(y);
		z -= Mathf.Floor(z);
		CloudUV = new Vector3(x, y, z);
		sky.Components.BillboardTransform.localRotation = Quaternion.Euler(0f, y * 360f, 0f);
	}
}
[AttributeUsage(AttributeTargets.Field, Inherited = true, AllowMultiple = false)]
public class TOD_MinAttribute : PropertyAttribute
{
	public float min;

	public TOD_MinAttribute(float min)
	{
		this.min = min;
	}
}
[AttributeUsage(AttributeTargets.Field, Inherited = true, AllowMultiple = false)]
public class TOD_MaxAttribute : PropertyAttribute
{
	public float max;

	public TOD_MaxAttribute(float max)
	{
		this.max = max;
	}
}
[AttributeUsage(AttributeTargets.Field, Inherited = true, AllowMultiple = false)]
public class TOD_RangeAttribute : PropertyAttribute
{
	public float min;

	public float max;

	public TOD_RangeAttribute(float min, float max)
	{
		this.min = min;
		this.max = max;
	}
}
public class TOD_Billboard : MonoBehaviour
{
	public float Altitude = 0f;

	public float Azimuth = 0f;

	public float Distance = 1f;

	public float Size = 1f;

	private T GetComponentInParents<T>() where T : Component
	{
		Transform val = ((Component)this).transform;
		T component = ((Component)val).GetComponent<T>();
		while ((Object)(object)component == (Object)null && (Object)(object)val.parent != (Object)null)
		{
			val = val.parent;
			component = ((Component)val).GetComponent<T>();
		}
		return component;
	}

	protected void OnValidate()
	{
		//IL_0042: Unknown result type (might be due to invalid IL or missing references)
		//IL_0047: Unknown result type (might be due to invalid IL or missing references)
		//IL_004e: Unknown result type (might be due to invalid IL or missing references)
		//IL_0053: Unknown result type (might be due to invalid IL or missing references)
		//IL_0098: Unknown result type (might be due to invalid IL or missing references)
		//IL_009d: Unknown result type (might be due to invalid IL or missing references)
		//IL_0065: Unknown result type (might be due to invalid IL or missing references)
		//IL_00c4: Unknown result type (might be due to invalid IL or missing references)
		//IL_00c9: Unknown result type (might be due to invalid IL or missing references)
		//IL_00b0: Unknown result type (might be due to invalid IL or missing references)
		TOD_Sky componentInParents = GetComponentInParents<TOD_Sky>();
		if (!((Object)(object)componentInParents == (Object)null))
		{
			float theta = (90f - Altitude) * ((float)Math.PI / 180f);
			float phi = Azimuth * ((float)Math.PI / 180f);
			Vector3 val = componentInParents.OrbitalToUnity(Distance, theta, phi);
			if (((Component)this).transform.localPosition != val)
			{
				((Component)this).transform.localPosition = val;
			}
			float num = 2f * Mathf.Tan((float)Math.PI / 90f * Size);
			Vector3 val2 = default(Vector3);
			((Vector3)(ref val2))..ctor(num, num, num);
			if (((Component)this).transform.localScale != val2)
			{
				((Component)this).transform.localScale = val2;
			}
			((Component)this).transform.LookAt(((Component)componentInParents).transform.position, Vector3.up);
		}
	}
}
[ExecuteInEditMode]
[RequireComponent(typeof(Camera))]
[AddComponentMenu("Time of Day/Camera Main Script")]
public class TOD_Camera : MonoBehaviour
{
	public TOD_Sky sky;

	public bool DomePosToCamera = true;

	public Vector3 DomePosOffset = Vector3.zero;

	public bool DomeScaleToFarClip = true;

	public float DomeScaleFactor = 0.95f;

	private Camera cameraComponent = null;

	private Transform cameraTransform = null;

	public bool HDR => Object.op_Implicit((Object)(object)cameraComponent) && cameraComponent.allowHDR;

	public float NearClipPlane => (!Object.op_Implicit((Object)(object)cameraComponent)) ? 0.1f : cameraComponent.nearClipPlane;

	public float FarClipPlane => (!Object.op_Implicit((Object)(object)cameraComponent)) ? 1000f : cameraComponent.farClipPlane;

	public Color BackgroundColor => (!Object.op_Implicit((Object)(object)cameraComponent)) ? Color.black : cameraComponent.backgroundColor;

	protected void OnValidate()
	{
		DomeScaleFactor = Mathf.Clamp(DomeScaleFactor, 0.01f, 1f);
	}

	protected void OnEnable()
	{
		cameraComponent = ((Component)this).GetComponent<Camera>();
		cameraTransform = ((Component)this).GetComponent<Transform>();
		if (!Object.op_Implicit((Object)(object)sky))
		{
			sky = FindSky(fallback: true);
		}
	}

	protected void Update()
	{
		//IL_005a: Unknown result type (might be due to invalid IL or missing references)
		//IL_0060: Invalid comparison between Unknown and I4
		//IL_0079: Unknown result type (might be due to invalid IL or missing references)
		//IL_007e: Unknown result type (might be due to invalid IL or missing references)
		//IL_0094: Unknown result type (might be due to invalid IL or missing references)
		if (!Object.op_Implicit((Object)(object)sky))
		{
			sky = FindSky();
		}
		if (Object.op_Implicit((Object)(object)sky) && sky.Initialized)
		{
			sky.Components.Camera = this;
			if ((int)cameraComponent.clearFlags != 2)
			{
				cameraComponent.clearFlags = (CameraClearFlags)2;
			}
			if (cameraComponent.backgroundColor != Color.clear)
			{
				cameraComponent.backgroundColor = Color.clear;
			}
			if ((Object)(object)RenderSettings.skybox != (Object)(object)sky.Resources.Skybox)
			{
				RenderSettings.skybox = sky.Resources.Skybox;
				DynamicGI.UpdateEnvironment();
			}
		}
	}

	protected void OnPreCull()
	{
		if (!Object.op_Implicit((Object)(object)sky))
		{
			sky = FindSky();
		}
		if (Object.op_Implicit((Object)(object)sky) && sky.Initialized)
		{
			if (DomeScaleToFarClip)
			{
				DoDomeScaleToFarClip();
			}
			if (DomePosToCamera)
			{
				DoDomePosToCamera();
			}
		}
	}

	private TOD_Sky FindSky(bool fallback = false)
	{
		if (Object.op_Implicit((Object)(object)TOD_Sky.Instance))
		{
			return TOD_Sky.Instance;
		}
		if (fallback)
		{
			return Object.FindObjectOfType(typeof(TOD_Sky)) as TOD_Sky;
		}
		return null;
	}

	public void DoDomeScaleToFarClip()
	{
		//IL_002e: Unknown result type (might be due to invalid IL or missing references)
		//IL_0033: Unknown result type (might be due to invalid IL or missing references)
		//IL_004f: Unknown result type (might be due to invalid IL or missing references)
		float num = DomeScaleFactor * cameraComponent.farClipPlane;
		Vector3 val = default(Vector3);
		((Vector3)(ref val))..ctor(num, num, num);
		if (sky.Components.DomeTransform.localScale != val)
		{
			sky.Components.DomeTransform.localScale = val;
		}
	}

	public void DoDomePosToCamera()
	{
		//IL_0007: Unknown result type (might be due to invalid IL or missing references)
		//IL_0012: Unknown result type (might be due to invalid IL or missing references)
		//IL_0018: Unknown result type (might be due to invalid IL or missing references)
		//IL_001d: Unknown result type (might be due to invalid IL or missing references)
		//IL_0022: Unknown result type (might be due to invalid IL or missing references)
		//IL_0027: Unknown result type (might be due to invalid IL or missing references)
		//IL_0038: Unknown result type (might be due to invalid IL or missing references)
		//IL_003d: Unknown result type (might be due to invalid IL or missing references)
		//IL_0059: Unknown result type (might be due to invalid IL or missing references)
		Vector3 val = cameraTransform.position + cameraTransform.rotation * DomePosOffset;
		if (sky.Components.DomeTransform.position != val)
		{
			sky.Components.DomeTransform.position = val;
		}
	}
}
[ExecuteInEditMode]
public class TOD_Components : MonoBehaviour
{
	public GameObject Space = null;

	public GameObject Stars = null;

	public GameObject Sun = null;

	public GameObject Moon = null;

	public GameObject Atmosphere = null;

	public GameObject Clear = null;

	public GameObject Clouds = null;

	public GameObject Billboards = null;

	public GameObject Light = null;

	public Transform DomeTransform { get; set; }

	public Transform SpaceTransform { get; set; }

	public Transform StarTransform { get; set; }

	public Transform SunTransform { get; set; }

	public Transform MoonTransform { get; set; }

	public Transform AtmosphereTransform { get; set; }

	public Transform ClearTransform { get; set; }

	public Transform CloudTransform { get; set; }

	public Transform BillboardTransform { get; set; }

	public Transform LightTransform { get; set; }

	public Renderer SpaceRenderer { get; set; }

	public Renderer StarRenderer { get; set; }

	public Renderer SunRenderer { get; set; }

	public Renderer MoonRenderer { get; set; }

	public Renderer AtmosphereRenderer { get; set; }

	public Renderer ClearRenderer { get; set; }

	public Renderer CloudRenderer { get; set; }

	public Renderer[] BillboardRenderers { get; set; }

	public MeshFilter SpaceMeshFilter { get; set; }

	public MeshFilter StarMeshFilter { get; set; }

	public MeshFilter SunMeshFilter { get; set; }

	public MeshFilter MoonMeshFilter { get; set; }

	public MeshFilter AtmosphereMeshFilter { get; set; }

	public MeshFilter ClearMeshFilter { get; set; }

	public MeshFilter CloudMeshFilter { get; set; }

	public MeshFilter[] BillboardMeshFilters { get; set; }

	public Material SpaceMaterial { get; set; }

	public Material StarMaterial { get; set; }

	public Material SunMaterial { get; set; }

	public Material MoonMaterial { get; set; }

	public Material AtmosphereMaterial { get; set; }

	public Material ClearMaterial { get; set; }

	public Material CloudMaterial { get; set; }

	public Material[] BillboardMaterials { get; set; }

	public Light LightSource { get; set; }

	public TOD_Sky Sky { get; set; }

	public TOD_Animation Animation { get; set; }

	public TOD_Time Time { get; set; }

	public TOD_Camera Camera { get; set; }

	public TOD_Rays Rays { get; set; }

	public TOD_Scattering Scattering { get; set; }

	public TOD_Shadows Shadows { get; set; }

	public void Initialize()
	{
		DomeTransform = ((Component)this).GetComponent<Transform>();
		Sky = ((Component)this).GetComponent<TOD_Sky>();
		Animation = ((Component)this).GetComponent<TOD_Animation>();
		Time = ((Component)this).GetComponent<TOD_Time>();
		if (Object.op_Implicit((Object)(object)Space))
		{
			SpaceTransform = Space.GetComponent<Transform>();
			SpaceRenderer = Space.GetComponent<Renderer>();
			SpaceMeshFilter = Space.GetComponent<MeshFilter>();
			SpaceMaterial = SpaceRenderer.sharedMaterial;
		}
		if (Object.op_Implicit((Object)(object)Stars))
		{
			StarTransform = Stars.GetComponent<Transform>();
			StarRenderer = Stars.GetComponent<Renderer>();
			StarMeshFilter = Stars.GetComponent<MeshFilter>();
			StarMaterial = StarRenderer.sharedMaterial;
		}
		if (Object.op_Implicit((Object)(object)Sun))
		{
			SunTransform = Sun.GetComponent<Transform>();
			SunRenderer = Sun.GetComponent<Renderer>();
			SunMeshFilter = Sun.GetComponent<MeshFilter>();
			SunMaterial = SunRenderer.sharedMaterial;
		}
		if (Object.op_Implicit((Object)(object)Moon))
		{
			MoonTransform = Moon.GetComponent<Transform>();
			MoonRenderer = Moon.GetComponent<Renderer>();
			MoonMeshFilter = Moon.GetComponent<MeshFilter>();
			MoonMaterial = MoonRenderer.sharedMaterial;
		}
		if (Object.op_Implicit((Object)(object)Atmosphere))
		{
			AtmosphereTransform = Atmosphere.GetComponent<Transform>();
			AtmosphereRenderer = Atmosphere.GetComponent<Renderer>();
			AtmosphereMeshFilter = Atmosphere.GetComponent<MeshFilter>();
			AtmosphereMaterial = AtmosphereRenderer.sharedMaterial;
		}
		if (Object.op_Implicit((Object)(object)Clear))
		{
			ClearTransform = Clear.GetComponent<Transform>();
			ClearRenderer = Clear.GetComponent<Renderer>();
			ClearMeshFilter = Clear.GetComponent<MeshFilter>();
			ClearMaterial = ClearRenderer.sharedMaterial;
		}
		if (Object.op_Implicit((Object)(object)Clouds))
		{
			CloudTransform = Clouds.GetComponent<Transform>();
			CloudRenderer = Clouds.GetComponent<Renderer>();
			CloudMeshFilter = Clouds.GetComponent<MeshFilter>();
			CloudMaterial = CloudRenderer.sharedMaterial;
		}
		if (Object.op_Implicit((Object)(object)Billboards))
		{
			BillboardTransform = Billboards.GetComponent<Transform>();
			BillboardRenderers = Billboards.GetComponentsInChildren<Renderer>();
			BillboardMeshFilters = Billboards.GetComponentsInChildren<MeshFilter>();
			BillboardMaterials = (Material[])(object)new Material[BillboardRenderers.Length];
			for (int i = 0; i < BillboardRenderers.Length; i++)
			{
				BillboardMaterials[i] = BillboardRenderers[i].sharedMaterial;
			}
		}
		if (Object.op_Implicit((Object)(object)Light))
		{
			LightTransform = Light.GetComponent<Transform>();
			LightSource = Light.GetComponent<Light>();
		}
	}
}
public enum TOD_MoonPositionType
{
	OppositeToSun,
	Realistic
}
public enum TOD_StarsPositionType
{
	Static,
	Rotating
}
public enum TOD_FogType
{
	None,
	Atmosphere,
	Directional,
	Gradient
}
public enum TOD_AmbientType
{
	None,
	Color,
	Gradient,
	Spherical
}
public enum TOD_ReflectionType
{
	None,
	Cubemap
}
public enum TOD_ColorSpaceType
{
	Auto,
	Linear,
	Gamma
}
public enum TOD_ColorRangeType
{
	Auto,
	HDR,
	LDR
}
public enum TOD_ColorOutputType
{
	Raw,
	Dithered
}
public enum TOD_CloudQualityType
{
	Low,
	Medium,
	High
}
public enum TOD_MeshQualityType
{
	Low,
	Medium,
	High
}
public enum TOD_StarQualityType
{
	Low,
	Medium,
	High
}
public enum TOD_SkyQualityType
{
	PerVertex,
	PerPixel
}
[ExecuteInEditMode]
[RequireComponent(typeof(Camera))]
public abstract class TOD_ImageEffect : MonoBehaviour
{
	public enum ResolutionType
	{
		Low,
		Normal,
		High
	}

	public TOD_Sky sky = null;

	protected Camera cam = null;

	private static Vector3[] frustumCornersArray = (Vector3[])(object)new Vector3[4];

	protected Material CreateMaterial(Shader shader)
	{
		//IL_0085: Unknown result type (might be due to invalid IL or missing references)
		//IL_008b: Expected O, but got Unknown
		if (!Object.op_Implicit((Object)(object)shader))
		{
			Debug.Log((object)("Missing shader in " + ((object)this).ToString()));
			((Behaviour)this).enabled = false;
			return null;
		}
		if (!shader.isSupported)
		{
			Debug.LogError((object)("The shader " + ((object)shader).ToString() + " on effect " + ((object)this).ToString() + " is not supported on this platform!"));
			((Behaviour)this).enabled = false;
			return null;
		}
		Material val = new Material(shader);
		((Object)val).hideFlags = (HideFlags)52;
		return val;
	}

	private TOD_Sky FindSky(bool fallback = false)
	{
		if (Object.op_Implicit((Object)(object)TOD_Sky.Instance))
		{
			return TOD_Sky.Instance;
		}
		if (fallback)
		{
			return Object.FindObjectOfType(typeof(TOD_Sky)) as TOD_Sky;
		}
		return null;
	}

	protected void Awake()
	{
		if (!Object.op_Implicit((Object)(object)cam))
		{
			cam = ((Component)this).GetComponent<Camera>();
		}
		if (!Object.op_Implicit((Object)(object)sky))
		{
			sky = FindSky(fallback: true);
		}
	}

	protected bool CheckSupport(bool needDepth = false, bool needHdr = false)
	{
		//IL_012d: Unknown result type (might be due to invalid IL or missing references)
		//IL_0133: Unknown result type (might be due to invalid IL or missing references)
		if (!Object.op_Implicit((Object)(object)cam))
		{
			cam = ((Component)this).GetComponent<Camera>();
		}
		if (!Object.op_Implicit((Object)(object)cam))
		{
			return false;
		}
		if (!Object.op_Implicit((Object)(object)sky))
		{
			sky = FindSky();
		}
		if (!Object.op_Implicit((Object)(object)sky) || !sky.Initialized)
		{
			return false;
		}
		if (!SystemInfo.supportsImageEffects)
		{
			Debug.LogWarning((object)("The image effect " + ((object)this).ToString() + " has been disabled as it's not supported on the current platform."));
			((Behaviour)this).enabled = false;
			return false;
		}
		if (needDepth && !SystemInfo.SupportsRenderTextureFormat((RenderTextureFormat)1))
		{
			Debug.LogWarning((object)("The image effect " + ((object)this).ToString() + " has been disabled as it requires a depth texture."));
			((Behaviour)this).enabled = false;
			return false;
		}
		if (needHdr && !SystemInfo.SupportsRenderTextureFormat((RenderTextureFormat)2))
		{
			Debug.LogWarning((object)("The image effect " + ((object)this).ToString() + " has been disabled as it requires HDR."));
			((Behaviour)this).enabled = false;
			return false;
		}
		if (needDepth)
		{
			Camera obj = cam;
			obj.depthTextureMode = (DepthTextureMode)(obj.depthTextureMode | 1);
		}
		if (needHdr)
		{
			cam.allowHDR = true;
		}
		return true;
	}

	protected void DrawBorder(RenderTexture dest, Material material)
	{
		RenderTexture.active = dest;
		bool flag = true;
		GL.PushMatrix();
		GL.LoadOrtho();
		for (int i = 0; i < material.passCount; i++)
		{
			material.SetPass(i);
			float num;
			float num2;
			if (flag)
			{
				num = 1f;
				num2 = 0f;
			}
			else
			{
				num = 0f;
				num2 = 1f;
			}
			float num3 = 0f;
			float num4 = 1f / ((float)((Texture)dest).width * 1f);
			float num5 = 0f;
			float num6 = 1f;
			GL.Begin(7);
			GL.TexCoord2(0f, num);
			GL.Vertex3(num3, num5, 0.1f);
			GL.TexCoord2(1f, num);
			GL.Vertex3(num4, num5, 0.1f);
			GL.TexCoord2(1f, num2);
			GL.Vertex3(num4, num6, 0.1f);
			GL.TexCoord2(0f, num2);
			GL.Vertex3(num3, num6, 0.1f);
			num3 = 1f - 1f / ((float)((Texture)dest).width * 1f);
			num4 = 1f;
			num5 = 0f;
			num6 = 1f;
			GL.TexCoord2(0f, num);
			GL.Vertex3(num3, num5, 0.1f);
			GL.TexCoord2(1f, num);
			GL.Vertex3(num4, num5, 0.1f);
			GL.TexCoord2(1f, num2);
			GL.Vertex3(num4, num6, 0.1f);
			GL.TexCoord2(0f, num2);
			GL.Vertex3(num3, num6, 0.1f);
			num3 = 0f;
			num4 = 1f;
			num5 = 0f;
			num6 = 1f / ((float)((Texture)dest).height * 1f);
			GL.TexCoord2(0f, num);
			GL.Vertex3(num3, num5, 0.1f);
			GL.TexCoord2(1f, num);
			GL.Vertex3(num4, num5, 0.1f);
			GL.TexCoord2(1f, num2);
			GL.Vertex3(num4, num6, 0.1f);
			GL.TexCoord2(0f, num2);
			GL.Vertex3(num3, num6, 0.1f);
			num3 = 0f;
			num4 = 1f;
			num5 = 1f - 1f / ((float)((Texture)dest).height * 1f);
			num6 = 1f;
			GL.TexCoord2(0f, num);
			GL.Vertex3(num3, num5, 0.1f);
			GL.TexCoord2(1f, num);
			GL.Vertex3(num4, num5, 0.1f);
			GL.TexCoord2(1f, num2);
			GL.Vertex3(num4, num6, 0.1f);
			GL.TexCoord2(0f, num2);
			GL.Vertex3(num3, num6, 0.1f);
			GL.End();
		}
		GL.PopMatrix();
	}

	protected Matrix4x4 FrustumCorners()
	{
		//IL_001b: Unknown result type (might be due to invalid IL or missing references)
		//IL_0031: Unknown result type (might be due to invalid IL or missing references)
		//IL_0056: Unknown result type (might be due to invalid IL or missing references)
		//IL_005b: Unknown result type (might be due to invalid IL or missing references)
		//IL_0060: Unknown result type (might be due to invalid IL or missing references)
		//IL_0077: Unknown result type (might be due to invalid IL or missing references)
		//IL_007c: Unknown result type (might be due to invalid IL or missing references)
		//IL_0081: Unknown result type (might be due to invalid IL or missing references)
		//IL_0098: Unknown result type (might be due to invalid IL or missing references)
		//IL_009d: Unknown result type (might be due to invalid IL or missing references)
		//IL_00a2: Unknown result type (might be due to invalid IL or missing references)
		//IL_00b9: Unknown result type (might be due to invalid IL or missing references)
		//IL_00be: Unknown result type (might be due to invalid IL or missing references)
		//IL_00c3: Unknown result type (might be due to invalid IL or missing references)
		//IL_00c4: Unknown result type (might be due to invalid IL or missing references)
		//IL_00c9: Unknown result type (might be due to invalid IL or missing references)
		//IL_00ce: Unknown result type (might be due to invalid IL or missing references)
		//IL_00cf: Unknown result type (might be due to invalid IL or missing references)
		//IL_00dc: Unknown result type (might be due to invalid IL or missing references)
		//IL_00dd: Unknown result type (might be due to invalid IL or missing references)
		//IL_00ea: Unknown result type (might be due to invalid IL or missing references)
		//IL_00eb: Unknown result type (might be due to invalid IL or missing references)
		//IL_00f8: Unknown result type (might be due to invalid IL or missing references)
		//IL_00f9: Unknown result type (might be due to invalid IL or missing references)
		//IL_0103: Unknown result type (might be due to invalid IL or missing references)
		//IL_0105: Unknown result type (might be due to invalid IL or missing references)
		//IL_010c: Unknown result type (might be due to invalid IL or missing references)
		cam.CalculateFrustumCorners(new Rect(0f, 0f, 1f, 1f), cam.farClipPlane, cam.stereoActiveEye, frustumCornersArray);
		Vector3 val = ((Component)cam).transform.TransformVector(frustumCornersArray[0]);
		Vector3 val2 = ((Component)cam).transform.TransformVector(frustumCornersArray[1]);
		Vector3 val3 = ((Component)cam).transform.TransformVector(frustumCornersArray[2]);
		Vector3 val4 = ((Component)cam).transform.TransformVector(frustumCornersArray[3]);
		Matrix4x4 identity = Matrix4x4.identity;
		((Matrix4x4)(ref identity)).SetRow(0, Vector4.op_Implicit(val));
		((Matrix4x4)(ref identity)).SetRow(1, Vector4.op_Implicit(val4));
		((Matrix4x4)(ref identity)).SetRow(2, Vector4.op_Implicit(val2));
		((Matrix4x4)(ref identity)).SetRow(3, Vector4.op_Implicit(val3));
		return identity;
	}

	protected RenderTexture GetSkyMask(RenderTexture source, Material skyMaskMaterial, Material screenClearMaterial, ResolutionType resolution, Vector3 lightPos, int blurIterations, float blurRadius, float maxRadius)
	{
		//IL_007f: Unknown result type (might be due to invalid IL or missing references)
		//IL_0086: Unknown result type (might be due to invalid IL or missing references)
		//IL_00ad: Unknown result type (might be due to invalid IL or missing references)
		//IL_00bd: Unknown result type (might be due to invalid IL or missing references)
		//IL_00c3: Unknown result type (might be due to invalid IL or missing references)
		//IL_00ea: Unknown result type (might be due to invalid IL or missing references)
		//IL_00f0: Invalid comparison between Unknown and I4
		//IL_011e: Unknown result type (might be due to invalid IL or missing references)
		//IL_0145: Unknown result type (might be due to invalid IL or missing references)
		//IL_01a6: Unknown result type (might be due to invalid IL or missing references)
		//IL_01fe: Unknown result type (might be due to invalid IL or missing references)
		int num;
		int num2;
		int num3;
		switch (resolution)
		{
		case ResolutionType.High:
			num = ((Texture)source).width;
			num2 = ((Texture)source).height;
			num3 = 0;
			break;
		case ResolutionType.Normal:
			num = ((Texture)source).width / 2;
			num2 = ((Texture)source).height / 2;
			num3 = 0;
			break;
		default:
			num = ((Texture)source).width / 4;
			num2 = ((Texture)source).height / 4;
			num3 = 0;
			break;
		}
		RenderTexture temporary = RenderTexture.GetTemporary(num, num2, num3);
		RenderTexture val = null;
		skyMaskMaterial.SetVector("_BlurRadius4", new Vector4(1f, 1f, 0f, 0f) * blurRadius);
		skyMaskMaterial.SetVector("_LightPosition", new Vector4(lightPos.x, lightPos.y, lightPos.z, maxRadius));
		if ((cam.depthTextureMode & 1) != 0)
		{
			Graphics.Blit((Texture)(object)source, temporary, skyMaskMaterial, 1);
		}
		else
		{
			Graphics.Blit((Texture)(object)source, temporary, skyMaskMaterial, 2);
		}
		if ((int)cam.stereoActiveEye == 2)
		{
			DrawBorder(temporary, screenClearMaterial);
		}
		float num4 = blurRadius * 0.0013020834f;
		skyMaskMaterial.SetVector("_BlurRadius4", new Vector4(num4, num4, 0f, 0f));
		skyMaskMaterial.SetVector("_LightPosition", new Vector4(lightPos.x, lightPos.y, lightPos.z, maxRadius));
		for (int i = 0; i < blurIterations; i++)
		{
			val = RenderTexture.GetTemporary(num, num2, num3);
			Graphics.Blit((Texture)(object)temporary, val, skyMaskMaterial, 0);
			RenderTexture.ReleaseTemporary(temporary);
			num4 = blurRadius * (((float)i * 2f + 1f) * 6f) / 768f;
			skyMaskMaterial.SetVector("_BlurRadius4", new Vector4(num4, num4, 0f, 0f));
			temporary = RenderTexture.GetTemporary(num, num2, num3);
			Graphics.Blit((Texture)(object)val, temporary, skyMaskMaterial, 0);
			RenderTexture.ReleaseTemporary(val);
			num4 = blurRadius * (((float)i * 2f + 2f) * 6f) / 768f;
			skyMaskMaterial.SetVector("_BlurRadius4", new Vector4(num4, num4, 0f, 0f));
		}
		return temporary;
	}
}
[Serializable]
public class TOD_Parameters
{
	public TOD_CycleParameters Cycle;

	public TOD_WorldParameters World;

	public TOD_AtmosphereParameters Atmosphere;

	public TOD_DayParameters Day;

	public TOD_NightParameters Night;

	public TOD_SunParameters Sun;

	public TOD_MoonParameters Moon;

	public TOD_LightParameters Light;

	public TOD_StarParameters Stars;

	public TOD_CloudParameters Clouds;

	public TOD_FogParameters Fog;

	public TOD_AmbientParameters Ambient;

	public TOD_ReflectionParameters Reflection;

	public TOD_Parameters()
	{
	}

	public TOD_Parameters(TOD_Sky sky)
	{
		Cycle = sky.Cycle;
		World = sky.World;
		Atmosphere = sky.Atmosphere;
		Day = sky.Day;
		Night = sky.Night;
		Sun = sky.Sun;
		Moon = sky.Moon;
		Light = sky.Light;
		Stars = sky.Stars;
		Clouds = sky.Clouds;
		Fog = sky.Fog;
		Ambient = sky.Ambient;
		Reflection = sky.Reflection;
	}

	public void ToSky(TOD_Sky sky)
	{
		sky.Cycle = Cycle;
		sky.World = World;
		sky.Atmosphere = Atmosphere;
		sky.Day = Day;
		sky.Night = Night;
		sky.Sun = Sun;
		sky.Moon = Moon;
		sky.Light = Light;
		sky.Stars = Stars;
		sky.Clouds = Clouds;
		sky.Fog = Fog;
		sky.Ambient = Ambient;
		sky.Reflection = Reflection;
	}
}
[Serializable]
public class TOD_CycleParameters
{
	[Tooltip("Current hour of the day.")]
	public float Hour = 12f;

	[Tooltip("Current day of the month.")]
	public int Day = 15;

	[Tooltip("Current month of the year.")]
	public int Month = 6;

	[Tooltip("Current year.")]
	[TOD_Range(1f, 9999f)]
	public int Year = 2000;

	public DateTime DateTime
	{
		get
		{
			DateTime result = new DateTime(0L, DateTimeKind.Utc);
			if (Year > 0)
			{
				result = result.AddYears(Year - 1);
			}
			if (Month > 0)
			{
				result = result.AddMonths(Month - 1);
			}
			if (Day > 0)
			{
				result = result.AddDays(Day - 1);
			}
			if (Hour > 0f)
			{
				result = result.AddHours(Hour);
			}
			return result;
		}
		set
		{
			Year = value.Year;
			Month = value.Month;
			Day = value.Day;
			Hour = (float)value.Hour + (float)value.Minute / 60f + (float)value.Second / 3600f + (float)value.Millisecond / 3600000f;
		}
	}

	public long Ticks
	{
		get
		{
			return DateTime.Ticks;
		}
		set
		{
			DateTime = new DateTime(value, DateTimeKind.Utc);
		}
	}
}
[Serializable]
public class TOD_WorldParameters
{
	[Tooltip("Latitude of the current location in degrees.")]
	[Range(-90f, 90f)]
	public float Latitude = 0f;

	[Tooltip("Longitude of the current location in degrees.")]
	[Range(-180f, 180f)]
	public float Longitude = 0f;

	[Tooltip("UTC/GMT time zone of the current location in hours.")]
	[Range(-14f, 14f)]
	public float UTC = 0f;
}
[Serializable]
public class TOD_AtmosphereParameters
{
	[Tooltip("Intensity of the atmospheric Rayleigh scattering.")]
	[TOD_Min(0f)]
	public float RayleighMultiplier = 1f;

	[Tooltip("Intensity of the atmospheric Mie scattering.")]
	[TOD_Min(0f)]
	public float MieMultiplier = 1f;

	[Tooltip("Overall brightness of the atmosphere.")]
	[TOD_Min(0f)]
	public float Brightness = 1.5f;

	[Tooltip("Overall contrast of the atmosphere.")]
	[TOD_Min(0f)]
	public float Contrast = 1.5f;

	[Tooltip("Directionality factor that determines the size of the glow around the sun.")]
	[TOD_Range(0f, 1f)]
	public float Directionality = 0.7f;

	[Tooltip("Density of the fog covering the sky.")]
	[TOD_Range(0f, 1f)]
	public float Fogginess = 0f;
}
[Serializable]
public class TOD_DayParameters
{
	[Tooltip("Color of the sun spot.\nLeft value: Sun at zenith.\nRight value: Sun at horizon.")]
	public Gradient SunColor = null;

	[Tooltip("Color of the light that hits the ground.\nLeft value: Sun at zenith.\nRight value: Sun at horizon.")]
	public Gradient LightColor = null;

	[Tooltip("Color of the god rays.\nLeft value: Sun at zenith.\nRight value: Sun at horizon.")]
	public Gradient RayColor = null;

	[Tooltip("Color of the light that hits the atmosphere.\nLeft value: Sun at zenith.\nRight value: Sun at horizon.")]
	public Gradient SkyColor = null;

	[Tooltip("Color of the clouds.\nLeft value: Sun at zenith.\nRight value: Sun at horizon.")]
	public Gradient CloudColor = null;

	[Tooltip("Color of the atmosphere fog.\nLeft value: Sun at zenith.\nRight value: Sun at horizon.")]
	public Gradient FogColor = null;

	[Tooltip("Color of the ambient light.\nLeft value: Sun at zenith.\nRight value: Sun at horizon.")]
	public Gradient AmbientColor = null;

	[Tooltip("Intensity of the light source.")]
	[Range(0f, 8f)]
	public float LightIntensity = 1f;

	[Tooltip("Opacity of the shadows dropped by the light source.")]
	[Range(0f, 1f)]
	public float ShadowStrength = 1f;

	[Tooltip("Brightness multiplier of the ambient light.")]
	[Range(0f, 8f)]
	public float AmbientMultiplier = 1f;

	[Tooltip("Brightness multiplier of the reflection probe.")]
	[Range(0f, 1f)]
	public float ReflectionMultiplier = 1f;
}
[Serializable]
public class TOD_NightParameters
{
	[Tooltip("Color of the moon mesh.\nLeft value: Sun at horizon.\nRight value: Sun opposite to zenith.")]
	public Gradient MoonColor = null;

	[Tooltip("Color of the light that hits the ground.\nLeft value: Sun at horizon.\nRight value: Sun opposite to zenith.")]
	public Gradient LightColor = null;

	[Tooltip("Color of the god rays.\nLeft value: Sun at horizon.\nRight value: Sun opposite to zenith.")]
	public Gradient RayColor = null;

	[Tooltip("Color of the light that hits the atmosphere.\nLeft value: Sun at horizon.\nRight value: Sun opposite to zenith.")]
	public Gradient SkyColor = null;

	[Tooltip("Color of the clouds.\nLeft value: Sun at horizon.\nRight value: Sun opposite to zenith.")]
	public Gradient CloudColor = null;

	[Tooltip("Color of the atmosphere fog.\nLeft value: Sun at horizon.\nRight value: Sun opposite to zenith.")]
	public Gradient FogColor = null;

	[Tooltip("Color of the ambient light.\nLeft value: Sun at horizon.\nRight value: Sun opposite to zenith.")]
	public Gradient AmbientColor = null;

	[Tooltip("Intensity of the light source.")]
	[Range(0f, 8f)]
	public float LightIntensity = 0.1f;

	[Tooltip("Opacity of the shadows dropped by the light source.")]
	[Range(0f, 1f)]
	public float ShadowStrength = 1f;

	[Tooltip("Brightness multiplier of the ambient light.")]
	[Range(0f, 8f)]
	public float AmbientMultiplier = 1f;

	[Tooltip("Brightness multiplier of the reflection probe.")]
	[Range(0f, 1f)]
	public float ReflectionMultiplier = 1f;
}
[Serializable]
public class TOD_SunParameters
{
	[Tooltip("Diameter of the sun in degrees.\nThe diameter as seen from earth is 0.5 degrees.")]
	[TOD_Min(0f)]
	public float MeshSize = 1f;

	[Tooltip("Brightness of the sun.")]
	[TOD_Min(0f)]
	public float MeshBrightness = 2f;

	[Tooltip("Contrast of the sun.")]
	[TOD_Min(0f)]
	public float MeshContrast = 1f;
}
[Serializable]
public class TOD_MoonParameters
{
	[Tooltip("Diameter of the moon in degrees.\nThe diameter as seen from earth is 0.5 degrees.")]
	[TOD_Min(0f)]
	public float MeshSize = 1f;

	[Tooltip("Brightness of the moon.")]
	[TOD_Min(0f)]
	public float MeshBrightness = 2f;

	[Tooltip("Contrast of the moon.")]
	[TOD_Min(0f)]
	public float MeshContrast = 1f;

	[Tooltip("Size of the moon halo.")]
	[TOD_Min(0f)]
	public float HaloSize = 0.1f;

	[Tooltip("Brightness of the moon halo.")]
	[TOD_Min(0f)]
	public float HaloBrightness = 1f;

	[Tooltip("Type of the moon position calculation.")]
	public TOD_MoonPositionType Position = TOD_MoonPositionType.Realistic;
}
[Serializable]
public class TOD_StarParameters
{
	[Tooltip("Size of the stars.")]
	[TOD_Min(0f)]
	public float Size = 1f;

	[Tooltip("Brightness of the stars.")]
	[TOD_Min(0f)]
	public float Brightness = 1f;

	[Tooltip("Type of the stars position calculation.")]
	public TOD_StarsPositionType Position = TOD_StarsPositionType.Rotating;
}
[Serializable]
public class TOD_CloudParameters
{
	[Tooltip("Size of the clouds.")]
	[TOD_Min(1f)]
	public float Size = 2f;

	[Tooltip("Opacity of the clouds.")]
	[TOD_Range(0f, 1f)]
	public float Opacity = 1f;

	[Tooltip("How much sky is covered by clouds.")]
	[TOD_Range(0f, 1f)]
	public float Coverage = 0.5f;

	[Tooltip("Sharpness of the cloud to sky transition.")]
	[TOD_Range(0f, 1f)]
	public float Sharpness = 0.5f;

	[Tooltip("Coloring of the clouds.")]
	[TOD_Range(0f, 1f)]
	public float Coloring = 0.5f;

	[Tooltip("Amount of skylight that is blocked.")]
	[TOD_Range(0f, 1f)]
	public float Attenuation = 0.5f;

	[Tooltip("Amount of sunlight that is blocked.\nOnly affects the highest cloud quality setting.")]
	[TOD_Range(0f, 1f)]
	public float Saturation = 0.5f;

	[Tooltip("Intensity of the cloud translucency glow.\nOnly affects the highest cloud quality setting.")]
	[TOD_Min(0f)]
	public float Scattering = 1f;

	[Tooltip("Brightness of the clouds.")]
	[TOD_Min(0f)]
	public float Brightness = 1.5f;
}
[Serializable]
public class TOD_LightParameters
{
	[Tooltip("Refresh interval of the light source position in seconds.")]
	[TOD_Min(0f)]
	public float UpdateInterval = 0f;

	[Tooltip("Controls how low the light source is allowed to go.\n = -1 light source can go as low as it wants.\n = 0 light source will never go below the horizon.\n = +1 light source will never leave zenith.")]
	[TOD_Range(-1f, 1f)]
	public float MinimumHeight = 0f;
}
[Serializable]
public class TOD_FogParameters
{
	[Tooltip("Fog color mode.")]
	public TOD_FogType Mode = TOD_FogType.Atmosphere;

	[Tooltip("Fog color sampling height.\n = 0 fog is atmosphere color at horizon.\n = 1 fog is atmosphere color at zenith.")]
	[TOD_Range(0f, 1f)]
	public float HeightBias = 0f;
}
[Serializable]
public class TOD_AmbientParameters
{
	[Tooltip("Ambient light mode.")]
	public TOD_AmbientType Mode = TOD_AmbientType.Color;

	[Tooltip("Saturation of the ambient light.")]
	[TOD_Min(0f)]
	public float Saturation = 1f;

	[Tooltip("Refresh interval of the ambient light probe in seconds.")]
	[TOD_Min(0f)]
	public float UpdateInterval = 1f;
}
[Serializable]
public class TOD_ReflectionParameters
{
	[Tooltip("Reflection probe mode.")]
	public TOD_ReflectionType Mode = TOD_ReflectionType.None;

	[Tooltip("Clear flags to use for the reflection.")]
	public ReflectionProbeClearFlags ClearFlags = (ReflectionProbeClearFlags)1;

	[Tooltip("Layers to include in the reflection.")]
	public LayerMask CullingMask = LayerMask.op_Implicit(0);

	[Tooltip("Time slicing behaviour to spread out rendering cost over multiple frames.")]
	public ReflectionProbeTimeSlicingMode TimeSlicing = (ReflectionProbeTimeSlicingMode)0;

	[Tooltip("Resolution of the reflection bake.")]
	[TOD_Range(16f, 2048f)]
	public int Resolution = 128;

	[Tooltip("Refresh interval of the reflection cubemap in seconds.")]
	[TOD_Min(0f)]
	public float UpdateInterval = 1f;
}
[ExecuteInEditMode]
[RequireComponent(typeof(Camera))]
[AddComponentMenu("Time of Day/Camera God Rays")]
public class TOD_Rays : TOD_ImageEffect
{
	public enum BlendModeType
	{
		Screen,
		Add
	}

	public Shader GodRayShader = null;

	public Shader ScreenClearShader = null;

	public Shader SkyMaskShader = null;

	[Tooltip("Whether or not to use the depth buffer.")]
	public bool UseDepthTexture = true;

	[Header("Rays")]
	[Tooltip("The god ray rendering blend mode.")]
	public BlendModeType BlendMode = BlendModeType.Screen;

	[Tooltip("The intensity of the god rays.")]
	[TOD_Min(0f)]
	public float Intensity = 1f;

	[Header("Blur")]
	[Tooltip("The god ray rendering resolution.")]
	public ResolutionType Resolution = ResolutionType.Normal;

	[Tooltip("The number of blur iterations to be performed.")]
	[TOD_Range(0f, 4f)]
	public int BlurIterations = 2;

	[Tooltip("The radius to blur filter applied to the god rays.")]
	[TOD_Min(0f)]
	public float BlurRadius = 2f;

	[Tooltip("The maximum radius of the god rays.")]
	[TOD_Min(0f)]
	public float MaxRadius = 0.5f;

	private Material godRayMaterial = null;

	private Material screenClearMaterial = null;

	private Material skyMaskMaterial = null;

	private const int PASS_SCREEN = 0;

	private const int PASS_ADD = 1;

	protected void OnEnable()
	{
		if (!Object.op_Implicit((Object)(object)GodRayShader))
		{
			GodRayShader = Shader.Find("Hidden/Time of Day/God Rays");
		}
		if (!Object.op_Implicit((Object)(object)ScreenClearShader))
		{
			ScreenClearShader = Shader.Find("Hidden/Time of Day/Screen Clear");
		}
		if (!Object.op_Implicit((Object)(object)SkyMaskShader))
		{
			SkyMaskShader = Shader.Find("Hidden/Time of Day/Sky Mask");
		}
		godRayMaterial = CreateMaterial(GodRayShader);
		screenClearMaterial = CreateMaterial(ScreenClearShader);
		skyMaskMaterial = CreateMaterial(SkyMaskShader);
	}

	protected void OnDisable()
	{
		if (Object.op_Implicit((Object)(object)godRayMaterial))
		{
			Object.DestroyImmediate((Object)(object)godRayMaterial);
		}
		if (Object.op_Implicit((Object)(object)screenClearMaterial))
		{
			Object.DestroyImmediate((Object)(object)screenClearMaterial);
		}
		if (Object.op_Implicit((Object)(object)skyMaskMaterial))
		{
			Object.DestroyImmediate((Object)(object)skyMaskMaterial);
		}
	}

	protected void OnRenderImage(RenderTexture source, RenderTexture destination)
	{
		//IL_0047: Unknown result type (might be due to invalid IL or missing references)
		//IL_004c: Unknown result type (might be due to invalid IL or missing references)
		//IL_0051: Unknown result type (might be due to invalid IL or missing references)
		//IL_0066: Unknown result type (might be due to invalid IL or missing references)
		//IL_0080: Unknown result type (might be due to invalid IL or missing references)
		//IL_0085: Unknown result type (might be due to invalid IL or missing references)
		//IL_0108: Unknown result type (might be due to invalid IL or missing references)
		//IL_00f0: Unknown result type (might be due to invalid IL or missing references)
		//IL_00f5: Unknown result type (might be due to invalid IL or missing references)
		//IL_00fa: Unknown result type (might be due to invalid IL or missing references)
		//IL_00c6: Unknown result type (might be due to invalid IL or missing references)
		//IL_00cb: Unknown result type (might be due to invalid IL or missing references)
		//IL_00d0: Unknown result type (might be due to invalid IL or missing references)
		if (!CheckSupport(UseDepthTexture))
		{
			Graphics.Blit((Texture)(object)source, destination);
			return;
		}
		sky.Components.Rays = this;
		Vector3 lightPos = cam.WorldToViewportPoint(sky.Components.LightTransform.position);
		RenderTexture skyMask = GetSkyMask(source, skyMaskMaterial, screenClearMaterial, Resolution, lightPos, BlurIterations, BlurRadius, MaxRadius);
		Color val = Color.black;
		if ((double)lightPos.z >= 0.0)
		{
			val = ((!sky.IsDay) ? (Intensity * sky.MoonVisibility * sky.MoonRayColor) : (Intensity * sky.SunVisibility * sky.SunRayColor));
		}
		godRayMaterial.SetColor("_LightColor", val);
		godRayMaterial.SetTexture("_SkyMask", (Texture)(object)skyMask);
		if (BlendMode == BlendModeType.Screen)
		{
			Graphics.Blit((Texture)(object)source, destination, godRayMaterial, 0);
		}
		else
		{
			Graphics.Blit((Texture)(object)source, destination, godRayMaterial, 1);
		}
		RenderTexture.ReleaseTemporary(skyMask);
	}
}
public class TOD_Resources : MonoBehaviour
{
	public Material Skybox;

	public Mesh MoonLOD0;

	public Mesh MoonLOD1;

	public Mesh MoonLOD2;

	public Mesh SkyLOD0;

	public Mesh SkyLOD1;

	public Mesh SkyLOD2;

	public Mesh CloudsLOD0;

	public Mesh CloudsLOD1;

	public Mesh CloudsLOD2;

	public Mesh StarsLOD0;

	public Mesh StarsLOD1;

	public Mesh StarsLOD2;

	public int ID_SunLightColor { get; private set; }

	public int ID_MoonLightColor { get; private set; }

	public int ID_SunSkyColor { get; private set; }

	public int ID_MoonSkyColor { get; private set; }

	public int ID_SunMeshColor { get; private set; }

	public int ID_MoonMeshColor { get; private set; }

	public int ID_SunCloudColor { get; private set; }

	public int ID_MoonCloudColor { get; private set; }

	public int ID_FogColor { get; private set; }

	public int ID_GroundColor { get; private set; }

	public int ID_AmbientColor { get; private set; }

	public int ID_SunDirection { get; private set; }

	public int ID_MoonDirection { get; private set; }

	public int ID_LightDirection { get; private set; }

	public int ID_LocalSunDirection { get; private set; }

	public int ID_LocalMoonDirection { get; private set; }

	public int ID_LocalLightDirection { get; private set; }

	public int ID_Contrast { get; private set; }

	public int ID_Brightness { get; private set; }

	public int ID_Fogginess { get; private set; }

	public int ID_Directionality { get; private set; }

	public int ID_MoonHaloPower { get; private set; }

	public int ID_MoonHaloColor { get; private set; }

	public int ID_CloudSize { get; private set; }

	public int ID_CloudOpacity { get; private set; }

	public int ID_CloudCoverage { get; private set; }

	public int ID_CloudSharpness { get; private set; }

	public int ID_CloudDensity { get; private set; }

	public int ID_CloudColoring { get; private set; }

	public int ID_CloudAttenuation { get; private set; }

	public int ID_CloudSaturation { get; private set; }

	public int ID_CloudScattering { get; private set; }

	public int ID_CloudBrightness { get; private set; }

	public int ID_CloudMultiplier { get; private set; }

	public int ID_CloudOffset { get; private set; }

	public int ID_CloudWind { get; private set; }

	public int ID_StarSize { get; private set; }

	public int ID_StarBrightness { get; private set; }

	public int ID_StarVisibility { get; private set; }

	public int ID_SunMeshContrast { get; private set; }

	public int ID_SunMeshBrightness { get; private set; }

	public int ID_MoonMeshContrast { get; private set; }

	public int ID_MoonMeshBrightness { get; private set; }

	public int ID_kBetaMie { get; private set; }

	public int ID_kSun { get; private set; }

	public int ID_k4PI { get; private set; }

	public int ID_kRadius { get; private set; }

	public int ID_kScale { get; private set; }

	public int ID_World2Sky { get; private set; }

	public int ID_Sky2World { get; private set; }

	public void Initialize()
	{
		ID_SunLightColor = Shader.PropertyToID("TOD_SunLightColor");
		ID_MoonLightColor = Shader.PropertyToID("TOD_MoonLightColor");
		ID_SunSkyColor = Shader.PropertyToID("TOD_SunSkyColor");
		ID_MoonSkyColor = Shader.PropertyToID("TOD_MoonSkyColor");
		ID_SunMeshColor = Shader.PropertyToID("TOD_SunMeshColor");
		ID_MoonMeshColor = Shader.PropertyToID("TOD_MoonMeshColor");
		ID_SunCloudColor = Shader.PropertyToID("TOD_SunCloudColor");
		ID_MoonCloudColor = Shader.PropertyToID("TOD_MoonCloudColor");
		ID_FogColor = Shader.PropertyToID("TOD_FogColor");
		ID_GroundColor = Shader.PropertyToID("TOD_GroundColor");
		ID_AmbientColor = Shader.PropertyToID("TOD_AmbientColor");
		ID_SunDirection = Shader.PropertyToID("TOD_SunDirection");
		ID_MoonDirection = Shader.PropertyToID("TOD_MoonDirection");
		ID_LightDirection = Shader.PropertyToID("TOD_LightDirection");
		ID_LocalSunDirection = Shader.PropertyToID("TOD_LocalSunDirection");
		ID_LocalMoonDirection = Shader.PropertyToID("TOD_LocalMoonDirection");
		ID_LocalLightDirection = Shader.PropertyToID("TOD_LocalLightDirection");
		ID_Contrast = Shader.PropertyToID("TOD_Contrast");
		ID_Brightness = Shader.PropertyToID("TOD_Brightness");
		ID_Fogginess = Shader.PropertyToID("TOD_Fogginess");
		ID_Directionality = Shader.PropertyToID("TOD_Directionality");
		ID_MoonHaloPower = Shader.PropertyToID("TOD_MoonHaloPower");
		ID_MoonHaloColor = Shader.PropertyToID("TOD_MoonHaloColor");
		ID_CloudSize = Shader.PropertyToID("TOD_CloudSize");
		ID_CloudOpacity = Shader.PropertyToID("TOD_CloudOpacity");
		ID_CloudCoverage = Shader.PropertyToID("TOD_CloudCoverage");
		ID_CloudSharpness = Shader.PropertyToID("TOD_CloudSharpness");
		ID_CloudDensity = Shader.PropertyToID("TOD_CloudDensity");
		ID_CloudColoring = Shader.PropertyToID("TOD_CloudColoring");
		ID_CloudAttenuation = Shader.PropertyToID("TOD_CloudAttenuation");
		ID_CloudSaturation = Shader.PropertyToID("TOD_CloudSaturation");
		ID_CloudScattering = Shader.PropertyToID("TOD_CloudScattering");
		ID_CloudBrightness = Shader.PropertyToID("TOD_CloudBrightness");
		ID_CloudOffset = Shader.PropertyToID("TOD_CloudOffset");
		ID_CloudWind = Shader.PropertyToID("TOD_CloudWind");
		ID_StarSize = Shader.PropertyToID("TOD_StarSize");
		ID_StarBrightness = Shader.PropertyToID("TOD_StarBrightness");
		ID_StarVisibility = Shader.PropertyToID("TOD_StarVisibility");
		ID_SunMeshContrast = Shader.PropertyToID("TOD_SunMeshContrast");
		ID_SunMeshBrightness = Shader.PropertyToID("TOD_SunMeshBrightness");
		ID_MoonMeshContrast = Shader.PropertyToID("TOD_MoonMeshContrast");
		ID_MoonMeshBrightness = Shader.PropertyToID("TOD_MoonMeshBrightness");
		ID_kBetaMie = Shader.PropertyToID("TOD_kBetaMie");
		ID_kSun = Shader.PropertyToID("TOD_kSun");
		ID_k4PI = Shader.PropertyToID("TOD_k4PI");
		ID_kRadius = Shader.PropertyToID("TOD_kRadius");
		ID_kScale = Shader.PropertyToID("TOD_kScale");
		ID_World2Sky = Shader.PropertyToID("TOD_World2Sky");
		ID_Sky2World = Shader.PropertyToID("TOD_Sky2World");
	}
}
[ExecuteInEditMode]
[RequireComponent(typeof(Camera))]
[AddComponentMenu("Time of Day/Camera Atmospheric Scattering")]
public class TOD_Scattering : TOD_ImageEffect
{
	public Shader ScatteringShader = null;

	public Shader ScreenClearShader = null;

	public Shader SkyMaskShader = null;

	public Texture2D DitheringTexture = null;

	[Tooltip("Whether to render atmosphere and fog in a single pass or two separate passes. Disable when using anti-aliasing in forward rendering or when your manual reflection scripts need the sky dome to be present before the image effects are rendered.")]
	public bool SinglePass = true;

	[Header("Fog")]
	[Tooltip("How quickly the fog thickens with increasing distance.")]
	[Range(0f, 1f)]
	public float GlobalDensity = 0.01f;

	[Tooltip("How quickly the fog falls off with increasing altitude.")]
	[Range(0f, 1f)]
	public float HeightFalloff = 0.01f;

	[Tooltip("The distance the fog starts at.")]
	public float StartDistance = 0f;

	[Tooltip("The height where the fog reaches its maximum density.")]
	public float ZeroLevel = 0f;

	[Header("Blur")]
	[Tooltip("The scattering resolution.")]
	public ResolutionType Resolution = ResolutionType.Normal;

	[Tooltip("The number of blur iterations to be performed.")]
	[TOD_Range(0f, 4f)]
	public int BlurIterations = 2;

	[Tooltip("The radius to blur filter applied to the directional scattering.")]
	[TOD_Min(0f)]
	public float BlurRadius = 2f;

	[Tooltip("The maximum radius of the directional scattering.")]
	[TOD_Min(0f)]
	public float MaxRadius = 1f;

	private Material scatteringMaterial = null;

	private Material screenClearMaterial = null;

	private Material skyMaskMaterial = null;

	protected void OnEnable()
	{
		if (!Object.op_Implicit((Object)(object)ScatteringShader))
		{
			ScatteringShader = Shader.Find("Hidden/Time of Day/Scattering");
		}
		if (!Object.op_Implicit((Object)(object)ScreenClearShader))
		{
			ScreenClearShader = Shader.Find("Hidden/Time of Day/Screen Clear");
		}
		if (!Object.op_Implicit((Object)(object)SkyMaskShader))
		{
			SkyMaskShader = Shader.Find("Hidden/Time of Day/Sky Mask");
		}
		scatteringMaterial = CreateMaterial(ScatteringShader);
		screenClearMaterial = CreateMaterial(ScreenClearShader);
		skyMaskMaterial = CreateMaterial(SkyMaskShader);
	}

	protected void OnDisable()
	{
		if (Object.op_Implicit((Object)(object)scatteringMaterial))
		{
			Object.DestroyImmediate((Object)(object)scatteringMaterial);
		}
		if (Object.op_Implicit((Object)(object)screenClearMaterial))
		{
			Object.DestroyImmediate((Object)(object)screenClearMaterial);
		}
		if (Object.op_Implicit((Object)(object)skyMaskMaterial))
		{
			Object.DestroyImmediate((Object)(object)skyMaskMaterial);
		}
	}

	protected void OnPreCull()
	{
		if (SinglePass && Object.op_Implicit((Object)(object)sky) && sky.Initialized)
		{
			sky.Components.AtmosphereRenderer.enabled = false;
		}
	}

	protected void OnPostRender()
	{
		if (SinglePass && Object.op_Implicit((Object)(object)sky) && sky.Initialized)
		{
			sky.Components.AtmosphereRenderer.enabled = true;
		}
	}

	[ImageEffectOpaque]
	protected void OnRenderImage(RenderTexture source, RenderTexture destination)
	{
		//IL_0042: Unknown result type (might be due to invalid IL or missing references)
		//IL_0047: Unknown result type (might be due to invalid IL or missing references)
		//IL_004c: Unknown result type (might be due to invalid IL or missing references)
		//IL_0061: Unknown result type (might be due to invalid IL or missing references)
		//IL_0086: Unknown result type (might be due to invalid IL or missing references)
		//IL_0102: Unknown result type (might be due to invalid IL or missing references)
		if (!CheckSupport(needDepth: true))
		{
			Graphics.Blit((Texture)(object)source, destination);
			return;
		}
		sky.Components.Scattering = this;
		Vector3 lightPos = cam.WorldToViewportPoint(sky.Components.SunTransform.position);
		RenderTexture skyMask = GetSkyMask(source, skyMaskMaterial, screenClearMaterial, Resolution, lightPos, BlurIterations, BlurRadius, MaxRadius);
		scatteringMaterial.SetMatrix("_FrustumCornersWS", FrustumCorners());
		scatteringMaterial.SetTexture("_SkyMask", (Texture)(object)skyMask);
		if (SinglePass)
		{
			scatteringMaterial.EnableKeyword("TOD_SCATTERING_SINGLE_PASS");
		}
		else
		{
			scatteringMaterial.DisableKeyword("TOD_SCATTERING_SINGLE_PASS");
		}
		Shader.SetGlobalTexture("TOD_BayerTexture", (Texture)(object)DitheringTexture);
		Shader.SetGlobalVector("TOD_ScatterDensity", new Vector4(HeightFalloff, ZeroLevel, GlobalDensity, StartDistance));
		Graphics.Blit((Texture)(object)source, destination, scatteringMaterial);
		RenderTexture.ReleaseTemporary(skyMask);
	}
}
[ExecuteInEditMode]
[RequireComponent(typeof(Camera))]
[AddComponentMenu("Time of Day/Camera Cloud Shadows")]
public class TOD_Shadows : TOD_ImageEffect
{
	public Shader ShadowShader = null;

	public Texture2D CloudTexture = null;

	[Header("Shadows")]
	[Range(0f, 1f)]
	public float Cutoff = 0f;

	[Range(0f, 1f)]
	public float Fade = 0f;

	[Range(0f, 1f)]
	public float Intensity = 0.5f;

	private Material shadowMaterial = null;

	protected void OnEnable()
	{
		if (!Object.op_Implicit((Object)(object)ShadowShader))
		{
			ShadowShader = Shader.Find("Hidden/Time of Day/Cloud Shadows");
		}
		shadowMaterial = CreateMaterial(ShadowShader);
	}

	protected void OnDisable()
	{
		if (Object.op_Implicit((Object)(object)shadowMaterial))
		{
			Object.DestroyImmediate((Object)(object)shadowMaterial);
		}
	}

	[ImageEffectOpaque]
	protected void OnRenderImage(RenderTexture source, RenderTexture destination)
	{
		//IL_0038: Unknown result type (might be due to invalid IL or missing references)
		if (!CheckSupport(needDepth: true))
		{
			Graphics.Blit((Texture)(object)source, destination);
			return;
		}
		sky.Components.Shadows = this;
		shadowMaterial.SetMatrix("_FrustumCornersWS", FrustumCorners());
		Shader.SetGlobalTexture("TOD_CloudTexture", (Texture)(object)CloudTexture);
		Shader.SetGlobalFloat("TOD_CloudShadowCutoff", Cutoff);
		Shader.SetGlobalFloat("TOD_CloudShadowFade", Fade);
		Shader.SetGlobalFloat("TOD_CloudShadowIntensity", Intensity * Mathf.Clamp01(1f - sky.SunZenith / 90f));
		Graphics.Blit((Texture)(object)source, destination, shadowMaterial);
	}
}
[ExecuteInEditMode]
[RequireComponent(typeof(TOD_Resources))]
[RequireComponent(typeof(TOD_Components))]
public class TOD_Sky : MonoBehaviour
{
	private static List<TOD_Sky> instances = new List<TOD_Sky>();

	private int probeRenderID = -1;

	[Tooltip("Auto: Use the player settings.\nLinear: Force linear color space.\nGamma: Force gamma color space.")]
	public TOD_ColorSpaceType ColorSpace = TOD_ColorSpaceType.Auto;

	[Tooltip("Auto: Use the camera settings.\nHDR: Force high dynamic range.\nLDR: Force low dynamic range.")]
	public TOD_ColorRangeType ColorRange = TOD_ColorRangeType.Auto;

	[Tooltip("Raw: Write color without modifications.\nDithered: Add dithering to reduce banding.")]
	public TOD_ColorOutputType ColorOutput = TOD_ColorOutputType.Dithered;

	[Tooltip("Per Vertex: Calculate sky color per vertex.\nPer Pixel: Calculate sky color per pixel.")]
	public TOD_SkyQualityType SkyQuality = TOD_SkyQualityType.PerVertex;

	[Tooltip("Low: Only recommended for very old mobile devices.\nMedium: Simplified cloud shading.\nHigh: Physically based cloud shading.")]
	public TOD_CloudQualityType CloudQuality = TOD_CloudQualityType.High;

	[Tooltip("Low: Only recommended for very old mobile devices.\nMedium: Simplified mesh geometry.\nHigh: Detailed mesh geometry.")]
	public TOD_MeshQualityType MeshQuality = TOD_MeshQualityType.High;

	[Tooltip("Low: Recommended for most mobile devices.\nMedium: Includes most visible stars.\nHigh: Includes all visible stars.")]
	public TOD_StarQualityType StarQuality = TOD_StarQualityType.High;

	public TOD_CycleParameters Cycle;

	public TOD_WorldParameters World;

	public TOD_AtmosphereParameters Atmosphere;

	public TOD_DayParameters Day;

	public TOD_NightParameters Night;

	public TOD_SunParameters Sun;

	public TOD_MoonParameters Moon;

	public TOD_StarParameters Stars;

	public TOD_CloudParameters Clouds;

	public TOD_LightParameters Light;

	public TOD_FogParameters Fog;

	public TOD_AmbientParameters Ambient;

	public TOD_ReflectionParameters Reflection;

	private float timeSinceLightUpdate = float.MaxValue;

	private float timeSinceAmbientUpdate = float.MaxValue;

	private float timeSinceReflectionUpdate = float.MaxValue;

	private const int TOD_SAMPLES = 2;

	private Vector3 kBetaMie;

	private Vector4 kSun;

	private Vector4 k4PI;

	private Vector4 kRadius;

	private Vector4 kScale;

	private const float pi = (float)Math.PI;

	private const float tau = (float)Math.PI * 2f;

	public static List<TOD_Sky> Instances => instances;

	public static TOD_Sky Instance => (instances.Count != 0) ? instances[instances.Count - 1] : null;

	public bool Initialized { get; private set; }

	public bool Headless => false;

	public TOD_Components Components { get; private set; }

	public TOD_Resources Resources { get; private set; }

	public bool IsDay { get; private set; }

	public bool IsNight { get; private set; }

	public float Radius => Components.DomeTransform.lossyScale.y;

	public float Diameter => Components.DomeTransform.lossyScale.y * 2f;

	public float LerpValue { get; private set; }

	public float SunZenith { get; private set; }

	public float SunAltitude { get; private set; }

	public float SunAzimuth { get; private set; }

	public float MoonZenith { get; private set; }

	public float MoonAltitude { get; private set; }

	public float MoonAzimuth { get; private set; }

	public float SunsetTime { get; private set; }

	public float SunriseTime { get; private set; }

	public float LocalSiderealTime { get; private set; }

	public float LightZenith => Mathf.Min(SunZenith, MoonZenith);

	public float LightIntensity => Components.LightSource.intensity;

	public float SunVisibility { get; private set; }

	public float MoonVisibility { get; private set; }

	public Vector3 SunDirection { get; private set; }

	public Vector3 MoonDirection { get; private set; }

	public Vector3 LightDirection { get; private set; }

	public Vector3 LocalSunDirection { get; private set; }

	public Vector3 LocalMoonDirection { get; private set; }

	public Vector3 LocalLightDirection { get; private set; }

	public Color SunLightColor { get; private set; }

	public Color MoonLightColor { get; private set; }

	public Color LightColor => Components.LightSource.color;

	public Color SunRayColor { get; private set; }

	public Color MoonRayColor { get; private set; }

	public Color SunSkyColor { get; private set; }

	public Color MoonSkyColor { get; private set; }

	public Color SunMeshColor { get; private set; }

	public Color MoonMeshColor { get; private set; }

	public Color SunCloudColor { get; private set; }

	public Color MoonCloudColor { get; private set; }

	public Color FogColor { get; private set; }

	public Color GroundColor { get; private set; }

	public Color AmbientColor { get; private set; }

	public Color MoonHaloColor { get; private set; }

	public ReflectionProbe Probe { get; private set; }

	public Vector3 OrbitalToUnity(float radius, float theta, float phi)
	{
		//IL_0041: Unknown result type (might be due to invalid IL or missing references)
		//IL_0042: Unknown result type (might be due to invalid IL or missing references)
		//IL_0049: Unknown result type (might be due to invalid IL or missing references)
		float num = Mathf.Sin(theta);
		float num2 = Mathf.Cos(theta);
		float num3 = Mathf.Sin(phi);
		float num4 = Mathf.Cos(phi);
		Vector3 result = default(Vector3);
		result.z = radius * num * num4;
		result.y = radius * num2;
		result.x = radius * num * num3;
		return result;
	}

	public Vector3 OrbitalToLocal(float theta, float phi)
	{
		//IL_003b: Unknown result type (might be due to invalid IL or missing references)
		//IL_003c: Unknown result type (might be due to invalid IL or missing references)
		//IL_0043: Unknown result type (might be due to invalid IL or missing references)
		float num = Mathf.Sin(theta);
		float y = Mathf.Cos(theta);
		float num2 = Mathf.Sin(phi);
		float num3 = Mathf.Cos(phi);
		Vector3 result = default(Vector3);
		result.z = num * num3;
		result.y = y;
		result.x = num * num2;
		return result;
	}

	public Color SampleAtmosphere(Vector3 direction, bool directLight = true)
	{
		//IL_000c: Unknown result type (might be due to invalid IL or missing references)
		//IL_000d: Unknown result type (might be due to invalid IL or missing references)
		//IL_0012: Unknown result type (might be due to invalid IL or missing references)
		//IL_0014: Unknown result type (might be due to invalid IL or missing references)
		//IL_0016: Unknown result type (might be due to invalid IL or missing references)
		//IL_001b: Unknown result type (might be due to invalid IL or missing references)
		//IL_001d: Unknown result type (might be due to invalid IL or missing references)
		//IL_001e: Unknown result type (might be due to invalid IL or missing references)
		//IL_0023: Unknown result type (might be due to invalid IL or missing references)
		//IL_0025: Unknown result type (might be due to invalid IL or missing references)
		//IL_0026: Unknown result type (might be due to invalid IL or missing references)
		//IL_002b: Unknown result type (might be due to invalid IL or missing references)
		//IL_002c: Unknown result type (might be due to invalid IL or missing references)
		//IL_002d: Unknown result type (might be due to invalid IL or missing references)
		//IL_0033: Unknown result type (might be due to invalid IL or missing references)
		Vector3 dir = Components.DomeTransform.InverseTransformDirection(direction);
		Color color = ShaderScatteringColor(dir, directLight);
		color = TOD_HDR2LDR(color);
		return TOD_LINEAR2GAMMA(color);
	}

	public SphericalHarmonicsL2 RenderToSphericalHarmonics()
	{
		//IL_0032: Unknown result type (might be due to invalid IL or missing references)
		//IL_0037: Unknown result type (might be due to invalid IL or missing references)
		//IL_003d: Unknown result type (might be due to invalid IL or missing references)
		float saturation = Ambient.Saturation;
		float intensity = Mathf.Lerp(Night.AmbientMultiplier, Day.AmbientMultiplier, LerpValue);
		return RenderToSphericalHarmonics(intensity, saturation);
	}

	public SphericalHarmonicsL2 RenderToSphericalHarmonics(float intensity, float saturation)
	{
		//IL_0003: Unknown result type (might be due to invalid IL or missing references)
		//IL_000c: Unknown result type (might be due to invalid IL or missing references)
		//IL_0011: Unknown result type (might be due to invalid IL or missing references)
		//IL_0014: Unknown result type (might be due to invalid IL or missing references)
		//IL_001b: Unknown result type (might be due to invalid IL or missing references)
		//IL_0020: Unknown result type (might be due to invalid IL or missing references)
		//IL_0038: Unknown result type (might be due to invalid IL or missing references)
		//IL_003d: Unknown result type (might be due to invalid IL or missing references)
		//IL_0040: Unknown result type (might be due to invalid IL or missing references)
		//IL_0043: Unknown result type (might be due to invalid IL or missing references)
		//IL_0048: Unknown result type (might be due to invalid IL or missing references)
		//IL_004c: Unknown result type (might be due to invalid IL or missing references)
		//IL_0051: Unknown result type (might be due to invalid IL or missing references)
		//IL_0053: Unknown result type (might be due to invalid IL or missing references)
		//IL_0057: Unknown result type (might be due to invalid IL or missing references)
		//IL_005c: Unknown result type (might be due to invalid IL or missing references)
		//IL_0060: Unknown result type (might be due to invalid IL or missing references)
		//IL_0062: Unknown result type (might be due to invalid IL or missing references)
		//IL_008f: Unknown result type (might be due to invalid IL or missing references)
		//IL_0092: Unknown result type (might be due to invalid IL or missing references)
		//IL_0097: Unknown result type (might be due to invalid IL or missing references)
		//IL_009b: Unknown result type (might be due to invalid IL or missing references)
		//IL_00a0: Unknown result type (might be due to invalid IL or missing references)
		//IL_00a2: Unknown result type (might be due to invalid IL or missing references)
		//IL_00a6: Unknown result type (might be due to invalid IL or missing references)
		//IL_00ab: Unknown result type (might be due to invalid IL or missing references)
		//IL_00af: Unknown result type (might be due to invalid IL or missing references)
		//IL_00b1: Unknown result type (might be due to invalid IL or missing references)
		//IL_00dd: Unknown result type (might be due to invalid IL or missing references)
		//IL_00e0: Unknown result type (might be due to invalid IL or missing references)
		//IL_00e5: Unknown result type (might be due to invalid IL or missing references)
		//IL_00e9: Unknown result type (might be due to invalid IL or missing references)
		//IL_00ee: Unknown result type (might be due to invalid IL or missing references)
		//IL_00f0: Unknown result type (might be due to invalid IL or missing references)
		//IL_00f4: Unknown result type (might be due to invalid IL or missing references)
		//IL_00f9: Unknown result type (might be due to invalid IL or missing references)
		//IL_00fd: Unknown result type (might be due to invalid IL or missing references)
		//IL_00ff: Unknown result type (might be due to invalid IL or missing references)
		//IL_012b: Unknown result type (might be due to invalid IL or missing references)
		//IL_012e: Unknown result type (might be due to invalid IL or missing references)
		//IL_0133: Unknown result type (might be due to invalid IL or missing references)
		//IL_0137: Unknown result type (might be due to invalid IL or missing references)
		//IL_013c: Unknown result type (might be due to invalid IL or missing references)
		//IL_013e: Unknown result type (might be due to invalid IL or missing references)
		//IL_0142: Unknown result type (might be due to invalid IL or missing references)
		//IL_0147: Unknown result type (might be due to invalid IL or missing references)
		//IL_014b: Unknown result type (might be due to invalid IL or missing references)
		//IL_014d: Unknown result type (might be due to invalid IL or missing references)
		//IL_0178: Unknown result type (might be due to invalid IL or missing references)
		//IL_017b: Unknown result type (might be due to invalid IL or missing references)
		//IL_0180: Unknown result type (might be due to invalid IL or missing references)
		//IL_0184: Unknown result type (might be due to invalid IL or missing references)
		//IL_0189: Unknown result type (might be due to invalid IL or missing references)
		//IL_018b: Unknown result type (might be due to invalid IL or missing references)
		//IL_018f: Unknown result type (might be due to invalid IL or missing references)
		//IL_0194: Unknown result type (might be due to invalid IL or missing references)
		//IL_0198: Unknown result type (might be due to invalid IL or missing references)
		//IL_019a: Unknown result type (might be due to invalid IL or missing references)
		//IL_01a8: Unknown result type (might be due to invalid IL or missing references)
		//IL_01ad: Unknown result type (might be due to invalid IL or missing references)
		//IL_01b0: Unknown result type (might be due to invalid IL or missing references)
		//IL_01b3: Unknown result type (might be due to invalid IL or missing references)
		//IL_01b8: Unknown result type (might be due to invalid IL or missing references)
		//IL_01bc: Unknown result type (might be due to invalid IL or missing references)
		//IL_01c1: Unknown result type (might be due to invalid IL or missing references)
		//IL_01c3: Unknown result type (might be due to invalid IL or missing references)
		//IL_01c7: Unknown result type (might be due to invalid IL or missing references)
		//IL_01cc: Unknown result type (might be due to invalid IL or missing references)
		//IL_01d0: Unknown result type (might be due to invalid IL or missing references)
		//IL_01d2: Unknown result type (might be due to invalid IL or missing references)
		//IL_01e0: Unknown result type (might be due to invalid IL or missing references)
		//IL_01e5: Unknown result type (might be due to invalid IL or missing references)
		//IL_01e8: Unknown result type (might be due to invalid IL or missing references)
		//IL_01eb: Unknown result type (might be due to invalid IL or missing references)
		//IL_01f0: Unknown result type (might be due to invalid IL or missing references)
		//IL_01f4: Unknown result type (might be due to invalid IL or missing references)
		//IL_01f9: Unknown result type (might be due to invalid IL or missing references)
		//IL_01fb: Unknown result type (might be due to invalid IL or missing references)
		//IL_01ff: Unknown result type (might be due to invalid IL or missing references)
		//IL_0204: Unknown result type (might be due to invalid IL or missing references)
		//IL_0208: Unknown result type (might be due to invalid IL or missing references)
		//IL_020a: Unknown result type (might be due to invalid IL or missing references)
		//IL_0218: Unknown result type (might be due to invalid IL or missing references)
		//IL_021d: Unknown result type (might be due to invalid IL or missing references)
		//IL_0220: Unknown result type (might be due to invalid IL or missing references)
		//IL_0223: Unknown result type (might be due to invalid IL or missing references)
		//IL_0228: Unknown result type (might be due to invalid IL or missing references)
		//IL_022c: Unknown result type (might be due to invalid IL or missing references)
		//IL_0231: Unknown result type (might be due to invalid IL or missing references)
		//IL_0233: Unknown result type (might be due to invalid IL or missing references)
		//IL_0237: Unknown result type (might be due to invalid IL or missing references)
		//IL_023c: Unknown result type (might be due to invalid IL or missing references)
		//IL_0240: Unknown result type (might be due to invalid IL or missing references)
		//IL_0242: Unknown result type (might be due to invalid IL or missing references)
		//IL_0250: Unknown result type (might be due to invalid IL or missing references)
		//IL_0255: Unknown result type (might be due to invalid IL or missing references)
		//IL_0258: Unknown result type (might be due to invalid IL or missing references)
		//IL_025b: Unknown result type (might be due to invalid IL or missing references)
		//IL_0260: Unknown result type (might be due to invalid IL or missing references)
		//IL_0264: Unknown result type (might be due to invalid IL or missing references)
		//IL_0269: Unknown result type (might be due to invalid IL or missing references)
		//IL_026b: Unknown result type (might be due to invalid IL or missing references)
		//IL_026f: Unknown result type (might be due to invalid IL or missing references)
		//IL_0274: Unknown result type (might be due to invalid IL or missing references)
		//IL_0278: Unknown result type (might be due to invalid IL or missing references)
		//IL_027a: Unknown result type (might be due to invalid IL or missing references)
		//IL_02a9: Unknown result type (might be due to invalid IL or missing references)
		//IL_02ab: Unknown result type (might be due to invalid IL or missing references)
		//IL_02d8: Unknown result type (might be due to invalid IL or missing references)
		//IL_02da: Unknown result type (might be due to invalid IL or missing references)
		//IL_0307: Unknown result type (might be due to invalid IL or missing references)
		//IL_0309: Unknown result type (might be due to invalid IL or missing references)
		//IL_0335: Unknown result type (might be due to invalid IL or missing references)
		//IL_0337: Unknown result type (might be due to invalid IL or missing references)
		//IL_0344: Unknown result type (might be due to invalid IL or missing references)
		//IL_0349: Unknown result type (might be due to invalid IL or missing references)
		//IL_034d: Unknown result type (might be due to invalid IL or missing references)
		//IL_034f: Unknown result type (might be due to invalid IL or missing references)
		//IL_035b: Unknown result type (might be due to invalid IL or missing references)
		//IL_035c: Unknown result type (might be due to invalid IL or missing references)
		//IL_0363: Unknown result type (might be due to invalid IL or missing references)
		SphericalHarmonicsL2 result = default(SphericalHarmonicsL2);
		bool directLight = false;
		Color ambientColor = AmbientColor;
		Color val = TOD_Util.AdjustRGB(((Color)(ref ambientColor)).linear, intensity, saturation);
		Vector3 val2 = default(Vector3);
		((Vector3)(ref val2))..ctor(0.61237246f, 0.5f, 0.61237246f);
		Vector3 up = Vector3.up;
		Color val3 = SampleAtmosphere(up, directLight);
		Color linear = ((Color)(ref val3)).linear;
		Color val4 = TOD_Util.AdjustRGB(linear, intensity, saturation);
		((SphericalHarmonicsL2)(ref result)).AddDirectionalLight(up, val4, 0.42857143f);
		Vector3 val5 = default(Vector3);
		((Vector3)(ref val5))..ctor(0f - val2.x, val2.y, 0f - val2.z);
		Color val6 = SampleAtmosphere(val5, directLight);
		Color linear2 = ((Color)(ref val6)).linear;
		Color val7 = TOD_Util.AdjustRGB(linear2, intensity, saturation);
		((SphericalHarmonicsL2)(ref result)).AddDirectionalLight(val5, val7, 0.2857143f);
		Vector3 val8 = default(Vector3);
		((Vector3)(ref val8))..ctor(val2.x, val2.y, 0f - val2.z);
		Color val9 = SampleAtmosphere(val8, directLight);
		Color linear3 = ((Color)(ref val9)).linear;
		Color val10 = TOD_Util.AdjustRGB(linear3, intensity, saturation);
		((SphericalHarmonicsL2)(ref result)).AddDirectionalLight(val8, val10, 0.2857143f);
		Vector3 val11 = default(Vector3);
		((Vector3)(ref val11))..ctor(0f - val2.x, val2.y, val2.z);
		Color val12 = SampleAtmosphere(val11, directLight);
		Color linear4 = ((Color)(ref val12)).linear;
		Color val13 = TOD_Util.AdjustRGB(linear4, intensity, saturation);
		((SphericalHarmonicsL2)(ref result)).AddDirectionalLight(val11, val13, 0.2857143f);
		Vector3 val14 = default(Vector3);
		((Vector3)(ref val14))..ctor(val2.x, val2.y, val2.z);
		Color val15 = SampleAtmosphere(val14, directLight);
		Color linear5 = ((Color)(ref val15)).linear;
		Color val16 = TOD_Util.AdjustRGB(linear5, intensity, saturation);
		((SphericalHarmonicsL2)(ref result)).AddDirectionalLight(val14, val16, 0.2857143f);
		Vector3 left = Vector3.left;
		Color val17 = SampleAtmosphere(left, directLight);
		Color linear6 = ((Color)(ref val17)).linear;
		Color val18 = TOD_Util.AdjustRGB(linear6, intensity, saturation);
		((SphericalHarmonicsL2)(ref result)).AddDirectionalLight(left, val18, 1f / 7f);
		Vector3 right = Vector3.right;
		Color val19 = SampleAtmosphere(right, directLight);
		Color linear7 = ((Color)(ref val19)).linear;
		Color val20 = TOD_Util.AdjustRGB(linear7, intensity, saturation);
		((SphericalHarmonicsL2)(ref result)).AddDirectionalLight(right, val20, 1f / 7f);
		Vector3 back = Vector3.back;
		Color val21 = SampleAtmosphere(back, directLight);
		Color linear8 = ((Color)(ref val21)).linear;
		Color val22 = TOD_Util.AdjustRGB(linear8, intensity, saturation);
		((SphericalHarmonicsL2)(ref result)).AddDirectionalLight(back, val22, 1f / 7f);
		Vector3 forward = Vector3.forward;
		Color val23 = SampleAtmosphere(forward, directLight);
		Color linear9 = ((Color)(ref val23)).linear;
		Color val24 = TOD_Util.AdjustRGB(linear9, intensity, saturation);
		((SphericalHarmonicsL2)(ref result)).AddDirectionalLight(forward, val24, 1f / 7f);
		Vector3 val25 = default(Vector3);
		((Vector3)(ref val25))..ctor(0f - val2.x, 0f - val2.y, 0f - val2.z);
		((SphericalHarmonicsL2)(ref result)).AddDirectionalLight(val25, val, 0.2857143f);
		Vector3 val26 = default(Vector3);
		((Vector3)(ref val26))..ctor(val2.x, 0f - val2.y, 0f - val2.z);
		((SphericalHarmonicsL2)(ref result)).AddDirectionalLight(val26, val, 0.2857143f);
		Vector3 val27 = default(Vector3);
		((Vector3)(ref val27))..ctor(0f - val2.x, 0f - val2.y, val2.z);
		((SphericalHarmonicsL2)(ref result)).AddDirectionalLight(val27, val, 0.2857143f);
		Vector3 val28 = default(Vector3);
		((Vector3)(ref val28))..ctor(val2.x, 0f - val2.y, val2.z);
		((SphericalHarmonicsL2)(ref result)).AddDirectionalLight(val28, val, 0.2857143f);
		Vector3 down = Vector3.down;
		((SphericalHarmonicsL2)(ref result)).AddDirectionalLight(down, val, 0.42857143f);
		return result;
	}

	public void RenderToCubemap(RenderTexture targetTexture = null)
	{
		//IL_0013: Unknown result type (might be due to invalid IL or missing references)
		//IL_008e: Unknown result type (might be due to invalid IL or missing references)
		//IL_00a1: Unknown result type (might be due to invalid IL or missing references)
		//IL_00c7: Unknown result type (might be due to invalid IL or missing references)
		//IL_00dd: Unknown result type (might be due to invalid IL or missing references)
		//IL_0104: Unknown result type (might be due to invalid IL or missing references)
		//IL_0151: Unknown result type (might be due to invalid IL or missing references)
		if (!Object.op_Implicit((Object)(object)Probe))
		{
			Probe = new GameObject().AddComponent<ReflectionProbe>();
			((Object)Probe).name = ((Object)((Component)this).gameObject).name + " Reflection Probe";
			Probe.mode = (ReflectionProbeMode)1;
		}
		if (probeRenderID < 0 || Probe.IsFinishedRendering(probeRenderID))
		{
			float num = float.MaxValue;
			((Component)Probe).transform.position = Components.DomeTransform.position;
			Probe.size = new Vector3(num, num, num);
			Probe.intensity = RenderSettings.reflectionIntensity;
			Probe.clearFlags = Reflection.ClearFlags;
			Probe.cullingMask = LayerMask.op_Implicit(Reflection.CullingMask);
			Probe.refreshMode = (ReflectionProbeRefreshMode)2;
			Probe.timeSlicingMode = Reflection.TimeSlicing;
			Probe.resolution = Mathf.ClosestPowerOfTwo(Reflection.Resolution);
			if ((Object)(object)Components.Camera != (Object)null)
			{
				Probe.backgroundColor = Components.Camera.BackgroundColor;
				Probe.nearClipPlane = Components.Camera.NearClipPlane;
				Probe.farClipPlane = Components.Camera.FarClipPlane;
			}
			probeRenderID = Probe.RenderProbe(targetTexture);
		}
	}

	public Color SampleFogColor(bool directLight = true)
	{
		//IL_0001: Unknown result type (might be due to invalid IL or missing references)
		//IL_0006: Unknown result type (might be due to invalid IL or missing references)
		//IL_005a: Unknown result type (might be due to invalid IL or missing references)
		//IL_005b: Unknown result type (might be due to invalid IL or missing references)
		//IL_006b: Unknown result type (might be due to invalid IL or missing references)
		//IL_0070: Unknown result type (might be due to invalid IL or missing references)
		//IL_0074: Unknown result type (might be due to invalid IL or missing references)
		//IL_007a: Unknown result type (might be due to invalid IL or missing references)
		//IL_007f: Unknown result type (might be due to invalid IL or missing references)
		//IL_009b: Unknown result type (might be due to invalid IL or missing references)
		//IL_00a0: Unknown result type (might be due to invalid IL or missing references)
		//IL_0033: Unknown result type (might be due to invalid IL or missing references)
		//IL_0038: Unknown result type (might be due to invalid IL or missing references)
		//IL_003b: Unknown result type (might be due to invalid IL or missing references)
		//IL_0040: Unknown result type (might be due to invalid IL or missing references)
		//IL_004d: Unknown result type (might be due to invalid IL or missing references)
		//IL_0052: Unknown result type (might be due to invalid IL or missing references)
		//IL_0053: Unknown result type (might be due to invalid IL or missing references)
		//IL_0058: Unknown result type (might be due to invalid IL or missing references)
		//IL_00a7: Unknown result type (might be due to invalid IL or missing references)
		Vector3 val = Vector3.forward;
		if ((Object)(object)Components.Camera != (Object)null)
		{
			Quaternion rotation = ((Component)Components.Camera).transform.rotation;
			val = Quaternion.Euler(0f, ((Quaternion)(ref rotation)).eulerAngles.y, 0f) * val;
		}
		Vector3 val2 = Vector3.Lerp(val, Vector3.up, Fog.HeightBias);
		Color val3 = SampleAtmosphere(((Vector3)(ref val2)).normalized, directLight);
		return new Color(val3.r, val3.g, val3.b, 1f);
	}

	public Color SampleSkyColor()
	{
		//IL_0002: Unknown result type (might be due to invalid IL or missing references)
		//IL_0007: Unknown result type (might be due to invalid IL or missing references)
		//IL_001e: Unknown result type (might be due to invalid IL or missing references)
		//IL_0024: Unknown result type (might be due to invalid IL or missing references)
		//IL_0029: Unknown result type (might be due to invalid IL or missing references)
		//IL_0044: Unknown result type (might be due to invalid IL or missing references)
		//IL_0049: Unknown result type (might be due to invalid IL or missing references)
		//IL_004f: Unknown result type (might be due to invalid IL or missing references)
		Vector3 sunDirection = SunDirection;
		sunDirection.y = Mathf.Abs(sunDirection.y);
		Color val = SampleAtmosphere(((Vector3)(ref sunDirection)).normalized, directLight: false);
		return new Color(val.r, val.g, val.b, 1f);
	}

	public Color SampleEquatorColor()
	{
		//IL_0002: Unknown result type (might be due to invalid IL or missing references)
		//IL_0007: Unknown result type (might be due to invalid IL or missing references)
		//IL_0017: Unknown result type (might be due to invalid IL or missing references)
		//IL_001d: Unknown result type (might be due to invalid IL or missing references)
		//IL_0022: Unknown result type (might be due to invalid IL or missing references)
		//IL_003d: Unknown result type (might be due to invalid IL or missing references)
		//IL_0042: Unknown result type (might be due to invalid IL or missing references)
		//IL_0048: Unknown result type (might be due to invalid IL or missing references)
		Vector3 sunDirection = SunDirection;
		sunDirection.y = 0f;
		Color val = SampleAtmosphere(((Vector3)(ref sunDirection)).normalized, directLight: false);
		return new Color(val.r, val.g, val.b, 1f);
	}

	public void UpdateFog()
	{
		//IL_002f: Unknown result type (might be due to invalid IL or missing references)
		//IL_0034: Unknown result type (might be due to invalid IL or missing references)
		//IL_0035: Unknown result type (might be due to invalid IL or missing references)
		//IL_003a: Unknown result type (might be due to invalid IL or missing references)
		//IL_0054: Unknown result type (might be due to invalid IL or missing references)
		//IL_0059: Unknown result type (might be due to invalid IL or missing references)
		//IL_005a: Unknown result type (might be due to invalid IL or missing references)
		//IL_005f: Unknown result type (might be due to invalid IL or missing references)
		//IL_0077: Unknown result type (might be due to invalid IL or missing references)
		//IL_007d: Unknown result type (might be due to invalid IL or missing references)
		//IL_0046: Unknown result type (might be due to invalid IL or missing references)
		//IL_006b: Unknown result type (might be due to invalid IL or missing references)
		//IL_008e: Unknown result type (might be due to invalid IL or missing references)
		switch (Fog.Mode)
		{
		case TOD_FogType.None:
			break;
		case TOD_FogType.Atmosphere:
		{
			Color val = SampleFogColor(directLight: false);
			if (RenderSettings.fogColor != val)
			{
				RenderSettings.fogColor = val;
			}
			break;
		}
		case TOD_FogType.Directional:
		{
			Color val2 = SampleFogColor();
			if (RenderSettings.fogColor != val2)
			{
				RenderSettings.fogColor = val2;
			}
			break;
		}
		case TOD_FogType.Gradient:
			if (RenderSettings.fogColor != FogColor)
			{
				RenderSettings.fogColor = FogColor;
			}
			break;
		}
	}

	public void UpdateAmbient()
	{
		//IL_0056: Unknown result type (might be due to invalid IL or missing references)
		//IL_005d: Unknown result type (might be due to invalid IL or missing references)
		//IL_0062: Unknown result type (might be due to invalid IL or missing references)
		//IL_0063: Unknown result type (might be due to invalid IL or missing references)
		//IL_0069: Invalid comparison between Unknown and I4
		//IL_0076: Unknown result type (might be due to invalid IL or missing references)
		//IL_007b: Unknown result type (might be due to invalid IL or missing references)
		//IL_00a7: Unknown result type (might be due to invalid IL or missing references)
		//IL_00ae: Unknown result type (might be due to invalid IL or missing references)
		//IL_00b3: Unknown result type (might be due to invalid IL or missing references)
		//IL_00b6: Unknown result type (might be due to invalid IL or missing references)
		//IL_00bd: Unknown result type (might be due to invalid IL or missing references)
		//IL_00c2: Unknown result type (might be due to invalid IL or missing references)
		//IL_00c5: Unknown result type (might be due to invalid IL or missing references)
		//IL_00cc: Unknown result type (might be due to invalid IL or missing references)
		//IL_00d1: Unknown result type (might be due to invalid IL or missing references)
		//IL_00d3: Unknown result type (might be due to invalid IL or missing references)
		//IL_00d9: Invalid comparison between Unknown and I4
		//IL_0087: Unknown result type (might be due to invalid IL or missing references)
		//IL_00e6: Unknown result type (might be due to invalid IL or missing references)
		//IL_00eb: Unknown result type (might be due to invalid IL or missing references)
		//IL_014d: Unknown result type (might be due to invalid IL or missing references)
		//IL_0154: Unknown result type (might be due to invalid IL or missing references)
		//IL_0159: Unknown result type (might be due to invalid IL or missing references)
		//IL_015b: Unknown result type (might be due to invalid IL or missing references)
		//IL_0100: Unknown result type (might be due to invalid IL or missing references)
		//IL_0105: Unknown result type (might be due to invalid IL or missing references)
		//IL_00f8: Unknown result type (might be due to invalid IL or missing references)
		//IL_016d: Unknown result type (might be due to invalid IL or missing references)
		//IL_0172: Unknown result type (might be due to invalid IL or missing references)
		//IL_011a: Unknown result type (might be due to invalid IL or missing references)
		//IL_011f: Unknown result type (might be due to invalid IL or missing references)
		//IL_0112: Unknown result type (might be due to invalid IL or missing references)
		//IL_017f: Unknown result type (might be due to invalid IL or missing references)
		//IL_012c: Unknown result type (might be due to invalid IL or missing references)
		//IL_019d: Unknown result type (might be due to invalid IL or missing references)
		float saturation = Ambient.Saturation;
		float num = Mathf.Lerp(Night.AmbientMultiplier, Day.AmbientMultiplier, LerpValue);
		switch (Ambient.Mode)
		{
		case TOD_AmbientType.Color:
		{
			Color val2 = TOD_Util.AdjustRGB(AmbientColor, num, saturation);
			if ((int)RenderSettings.ambientMode != 3)
			{
				RenderSettings.ambientMode = (AmbientMode)3;
			}
			if (RenderSettings.ambientLight != val2)
			{
				RenderSettings.ambientLight = val2;
			}
			if (RenderSettings.ambientIntensity != num)
			{
				RenderSettings.ambientIntensity = num;
			}
			break;
		}
		case TOD_AmbientType.Gradient:
		{
			Color val3 = TOD_Util.AdjustRGB(AmbientColor, num, saturation);
			Color val4 = TOD_Util.AdjustRGB(SampleEquatorColor(), num, saturation);
			Color val5 = TOD_Util.AdjustRGB(SampleSkyColor(), num, saturation);
			if ((int)RenderSettings.ambientMode != 1)
			{
				RenderSettings.ambientMode = (AmbientMode)1;
			}
			if (RenderSettings.ambientSkyColor != val5)
			{
				RenderSettings.ambientSkyColor = val5;
			}
			if (RenderSettings.ambientEquatorColor != val4)
			{
				RenderSettings.ambientEquatorColor = val4;
			}
			if (RenderSettings.ambientGroundColor != val3)
			{
				RenderSettings.ambientGroundColor = val3;
			}
			if (RenderSettings.ambientIntensity != num)
			{
				RenderSettings.ambientIntensity = num;
			}
			break;
		}
		case TOD_AmbientType.Spherical:
		{
			Color val = TOD_Util.AdjustRGB(AmbientColor, num, saturation);
			if ((int)RenderSettings.ambientMode != 0)
			{
				RenderSettings.ambientMode = (AmbientMode)0;
			}
			if (RenderSettings.ambientLight != val)
			{
				RenderSettings.ambientLight = val;
			}
			if (RenderSettings.ambientIntensity != num)
			{
				RenderSettings.ambientIntensity = num;
			}
			RenderSettings.ambientProbe = RenderToSphericalHarmonics(num, saturation);
			break;
		}
		}
	}

	public void UpdateReflection()
	{
		//IL_003b: Unknown result type (might be due to invalid IL or missing references)
		TOD_ReflectionType mode = Reflection.Mode;
		if (mode == TOD_ReflectionType.Cubemap)
		{
			float num = Mathf.Lerp(Night.ReflectionMultiplier, Day.ReflectionMultiplier, LerpValue);
			if ((int)RenderSettings.defaultReflectionMode != 0)
			{
				RenderSettings.defaultReflectionMode = (DefaultReflectionMode)0;
			}
			if (RenderSettings.reflectionIntensity != num)
			{
				RenderSettings.reflectionIntensity = num;
			}
			if (Application.isPlaying)
			{
				RenderToCubemap();
			}
		}
	}

	public void LoadParameters(string xml)
	{
		using StringReader input = new StringReader(xml);
		using XmlTextReader xmlReader = new XmlTextReader(input);
		XmlSerializer xmlSerializer = new XmlSerializer(typeof(TOD_Parameters));
		TOD_Parameters tOD_Parameters = xmlSerializer.Deserialize(xmlReader) as TOD_Parameters;
		tOD_Parameters.ToSky(this);
	}

	public string SaveParameters()
	{
		StringBuilder stringBuilder = new StringBuilder();
		using (StringWriter w = new StringWriter(stringBuilder))
		{
			using XmlTextWriter xmlTextWriter = new XmlTextWriter(w);
			xmlTextWriter.Formatting = Formatting.Indented;
			XmlSerializer xmlSerializer = new XmlSerializer(typeof(TOD_Parameters));
			TOD_Parameters o = new TOD_Parameters(this);
			xmlSerializer.Serialize(xmlTextWriter, o);
		}
		return stringBuilder.ToString();
	}

	private void UpdateQualitySettings()
	{
		if (!Headless)
		{
			Mesh val = null;
			Mesh val2 = null;
			Mesh val3 = null;
			Mesh val4 = null;
			Mesh val5 = null;
			Mesh val6 = null;
			switch (MeshQuality)
			{
			case TOD_MeshQualityType.Low:
				val = Resources.SkyLOD2;
				val2 = Resources.SkyLOD2;
				val3 = Resources.SkyLOD2;
				val4 = Resources.CloudsLOD2;
				val5 = Resources.MoonLOD2;
				break;
			case TOD_MeshQualityType.Medium:
				val = Resources.SkyLOD1;
				val2 = Resources.SkyLOD1;
				val3 = Resources.SkyLOD2;
				val4 = Resources.CloudsLOD1;
				val5 = Resources.MoonLOD1;
				break;
			case TOD_MeshQualityType.High:
				val = Resources.SkyLOD0;
				val2 = Resources.SkyLOD0;
				val3 = Resources.SkyLOD2;
				val4 = Resources.CloudsLOD0;
				val5 = Resources.MoonLOD0;
				break;
			}
			switch (StarQuality)
			{
			case TOD_StarQualityType.Low:
				val6 = Resources.StarsLOD2;
				break;
			case TOD_StarQualityType.Medium:
				val6 = Resources.StarsLOD1;
				break;
			case TOD_StarQualityType.High:
				val6 = Resources.StarsLOD0;
				break;
			}
			if (Object.op_Implicit((Object)(object)Components.SpaceMeshFilter) && (Object)(object)Components.SpaceMeshFilter.sharedMesh != (Object)(object)val)
			{
				Components.SpaceMeshFilter.mesh = val;
			}
			if (Object.op_Implicit((Object)(object)Components.MoonMeshFilter) && (Object)(object)Components.MoonMeshFilter.sharedMesh != (Object)(object)val5)
			{
				Components.MoonMeshFilter.mesh = val5;
			}
			if (Object.op_Implicit((Object)(object)Components.AtmosphereMeshFilter) && (Object)(object)Components.AtmosphereMeshFilter.sharedMesh != (Object)(object)val2)
			{
				Components.AtmosphereMeshFilter.mesh = val2;
			}
			if (Object.op_Implicit((Object)(object)Components.ClearMeshFilter) && (Object)(object)Components.ClearMeshFilter.sharedMesh != (Object)(object)val3)
			{
				Components.ClearMeshFilter.mesh = val3;
			}
			if (Object.op_Implicit((Object)(object)Components.CloudMeshFilter) && (Object)(object)Components.CloudMeshFilter.sharedMesh != (Object)(object)val4)
			{
				Components.CloudMeshFilter.mesh = val4;
			}
			if (Object.op_Implicit((Object)(object)Components.StarMeshFilter) && (Object)(object)Components.StarMeshFilter.sharedMesh != (Object)(object)val6)
			{
				Components.StarMeshFilter.mesh = val6;
			}
		}
	}

	private void UpdateRenderSettings()
	{
		if (!Headless)
		{
			UpdateFog();
			if (!Application.isPlaying || timeSinceAmbientUpdate >= Ambient.UpdateInterval)
			{
				timeSinceAmbientUpdate = 0f;
				UpdateAmbient();
			}
			else
			{
				timeSinceAmbientUpdate += Time.deltaTime;
			}
			if (!Application.isPlaying || timeSinceReflectionUpdate >= Reflection.UpdateInterval)
			{
				timeSinceReflectionUpdate = 0f;
				UpdateReflection();
			}
			else
			{
				timeSinceReflectionUpdate += Time.deltaTime;
			}
		}
	}

	private void UpdateShaderKeywords()
	{
		//IL_0031: Unknown result type (might be due to invalid IL or missing references)
		//IL_0037: Invalid comparison between Unknown and I4
		if (Headless)
		{
			return;
		}
		switch (ColorSpace)
		{
		case TOD_ColorSpaceType.Auto:
			if ((int)QualitySettings.activeColorSpace == 1)
			{
				Shader.EnableKeyword("TOD_OUTPUT_LINEAR");
			}
			else
			{
				Shader.DisableKeyword("TOD_OUTPUT_LINEAR");
			}
			break;
		case TOD_ColorSpaceType.Linear:
			Shader.EnableKeyword("TOD_OUTPUT_LINEAR");
			break;
		case TOD_ColorSpaceType.Gamma:
			Shader.DisableKeyword("TOD_OUTPUT_LINEAR");
			break;
		}
		switch (ColorRange)
		{
		case TOD_ColorRangeType.Auto:
			if (Object.op_Implicit((Object)(object)Components.Camera) && Components.Camera.HDR)
			{
				Shader.EnableKeyword("TOD_OUTPUT_HDR");
			}
			else
			{
				Shader.DisableKeyword("TOD_OUTPUT_HDR");
			}
			break;
		case TOD_ColorRangeType.HDR:
			Shader.EnableKeyword("TOD_OUTPUT_HDR");
			break;
		case TOD_ColorRangeType.LDR:
			Shader.DisableKeyword("TOD_OUTPUT_HDR");
			break;
		}
		switch (ColorOutput)
		{
		case TOD_ColorOutputType.Raw:
			Shader.DisableKeyword("TOD_OUTPUT_DITHERING");
			break;
		case TOD_ColorOutputType.Dithered:
			Shader.EnableKeyword("TOD_OUTPUT_DITHERING");
			break;
		}
		switch (SkyQuality)
		{
		case TOD_SkyQualityType.PerVertex:
			Shader.DisableKeyword("TOD_SCATTERING_PER_PIXEL");
			break;
		case TOD_SkyQualityType.PerPixel:
			Shader.EnableKeyword("TOD_SCATTERING_PER_PIXEL");
			break;
		}
		switch (CloudQuality)
		{
		case TOD_CloudQualityType.Low:
			Shader.DisableKeyword("TOD_CLOUDS_DENSITY");
			Shader.DisableKeyword("TOD_CLOUDS_BUMPED");
			break;
		case TOD_CloudQualityType.Medium:
			Shader.EnableKeyword("TOD_CLOUDS_DENSITY");
			Shader.DisableKeyword("TOD_CLOUDS_BUMPED");
			break;
		case TOD_CloudQualityType.High:
			Shader.EnableKeyword("TOD_CLOUDS_DENSITY");
			Shader.EnableKeyword("TOD_CLOUDS_BUMPED");
			break;
		}
	}

	private void UpdateShaderProperties()
	{
		//IL_001d: Unknown result type (might be due to invalid IL or missing references)
		//IL_0033: Unknown result type (might be due to invalid IL or missing references)
		//IL_0049: Unknown result type (might be due to invalid IL or missing references)
		//IL_005f: Unknown result type (might be due to invalid IL or missing references)
		//IL_0075: Unknown result type (might be due to invalid IL or missing references)
		//IL_008b: Unknown result type (might be due to invalid IL or missing references)
		//IL_00a1: Unknown result type (might be due to invalid IL or missing references)
		//IL_00b7: Unknown result type (might be due to invalid IL or missing references)
		//IL_00cd: Unknown result type (might be due to invalid IL or missing references)
		//IL_00e3: Unknown result type (might be due to invalid IL or missing references)
		//IL_00f9: Unknown result type (might be due to invalid IL or missing references)
		//IL_010f: Unknown result type (might be due to invalid IL or missing references)
		//IL_0114: Unknown result type (might be due to invalid IL or missing references)
		//IL_012a: Unknown result type (might be due to invalid IL or missing references)
		//IL_012f: Unknown result type (might be due to invalid IL or missing references)
		//IL_0145: Unknown result type (might be due to invalid IL or missing references)
		//IL_014a: Unknown result type (might be due to invalid IL or missing references)
		//IL_0160: Unknown result type (might be due to invalid IL or missing references)
		//IL_0165: Unknown result type (might be due to invalid IL or missing references)
		//IL_017b: Unknown result type (might be due to invalid IL or missing references)
		//IL_0180: Unknown result type (might be due to invalid IL or missing references)
		//IL_0196: Unknown result type (might be due to invalid IL or missing references)
		//IL_019b: Unknown result type (might be due to invalid IL or missing references)
		//IL_023e: Unknown result type (might be due to invalid IL or missing references)
		//IL_0391: Unknown result type (might be due to invalid IL or missing references)
		//IL_0396: Unknown result type (might be due to invalid IL or missing references)
		//IL_03b6: Unknown result type (might be due to invalid IL or missing references)
		//IL_03bb: Unknown result type (might be due to invalid IL or missing references)
		//IL_03fd: Unknown result type (might be due to invalid IL or missing references)
		//IL_0402: Unknown result type (might be due to invalid IL or missing references)
		//IL_052c: Unknown result type (might be due to invalid IL or missing references)
		//IL_0531: Unknown result type (might be due to invalid IL or missing references)
		//IL_0547: Unknown result type (might be due to invalid IL or missing references)
		//IL_055d: Unknown result type (might be due to invalid IL or missing references)
		//IL_0573: Unknown result type (might be due to invalid IL or missing references)
		//IL_0589: Unknown result type (might be due to invalid IL or missing references)
		//IL_05a9: Unknown result type (might be due to invalid IL or missing references)
		//IL_05c9: Unknown result type (might be due to invalid IL or missing references)
		if (!Headless)
		{
			Shader.SetGlobalColor(Resources.ID_SunLightColor, SunLightColor);
			Shader.SetGlobalColor(Resources.ID_MoonLightColor, MoonLightColor);
			Shader.SetGlobalColor(Resources.ID_SunSkyColor, SunSkyColor);
			Shader.SetGlobalColor(Resources.ID_MoonSkyColor, MoonSkyColor);
			Shader.SetGlobalColor(Resources.ID_SunMeshColor, SunMeshColor);
			Shader.SetGlobalColor(Resources.ID_MoonMeshColor, MoonMeshColor);
			Shader.SetGlobalColor(Resources.ID_SunCloudColor, SunCloudColor);
			Shader.SetGlobalColor(Resources.ID_MoonCloudColor, MoonCloudColor);
			Shader.SetGlobalColor(Resources.ID_FogColor, FogColor);
			Shader.SetGlobalColor(Resources.ID_GroundColor, GroundColor);
			Shader.SetGlobalColor(Resources.ID_AmbientColor, AmbientColor);
			Shader.SetGlobalVector(Resources.ID_SunDirection, Vector4.op_Implicit(SunDirection));
			Shader.SetGlobalVector(Resources.ID_MoonDirection, Vector4.op_Implicit(MoonDirection));
			Shader.SetGlobalVector(Resources.ID_LightDirection, Vector4.op_Implicit(LightDirection));
			Shader.SetGlobalVector(Resources.ID_LocalSunDirection, Vector4.op_Implicit(LocalSunDirection));
			Shader.SetGlobalVector(Resources.ID_LocalMoonDirection, Vector4.op_Implicit(LocalMoonDirection));
			Shader.SetGlobalVector(Resources.ID_LocalLightDirection, Vector4.op_Implicit(LocalLightDirection));
			Shader.SetGlobalFloat(Resources.ID_Contrast, Atmosphere.Contrast);
			Shader.SetGlobalFloat(Resources.ID_Brightness, Atmosphere.Brightne