aŃ5.5.1f1ž’’’’’Č0ÅņĆōL.`?^Ł0D7€’’’’€¦€²€Š€¦€¦€¦€#¦€+H€3’’’’€1€1€’’’’@Ž€€ Q€j€ ™€< ¦€H H€Z’’’’ €1€1€’’’’@Ž€€Q€j€Š€g¦€¦€¦€#¦€+v~ € €– €Ÿ €Ø €± €ŗ €Ć €Ģ €Õ €Ž  €ē! €ń" €ū# €$ €% €&Õ€#’’’’'€1€1€’’’’(€Ž€€)H€j€’’’’*€1€1€’’’’+@Ž€€,Q€j€-™€*.Ž€8/AssetMetaDataguiddata[0]data[1]data[2]data[3]pathNametimeCreatedoriginalChangesetoriginalNameoriginalParentHash128originalDigestbytes[0]bytes[1]bytes[2]bytes[3]bytes[4]bytes[5]bytes[6]bytes[7]bytes[8]bytes[9]bytes[10]bytes[11]bytes[12]bytes[13]bytes[14]bytes[15]labelsassetStoreReflicenseType ’’z{ļ@īČć5^(H'7€’’’’€¦€²€ Õ€ Ž€#.€,†€Ä€ Ž€#.€,H€«€’’’’€1€1€’’’’ @Ž€€ Q€j€ Õ€5’’’’ €1€1€’’’’ €Ž€€€j€’’’’€H€›€’’’’€1€1€’’’’@Ž€€Q€j€y€ € Ž€#.€, €I@¾€X @Ž€#.€,H€]’’’’€1€1€’’’’@Ž€€Q€j€H€h’’’’€1€1€’’’’ @Ž€€!Q€j€"H€z’’’’#€1€1€’’’’$@Ž€€%Q€j€&MonoImporterPPtrm_FileIDm_PathIDm_DefaultReferencesexecutionOrdericonm_UserDatam_AssetBundleNamem_AssetBundleVariants’’’8-l'€£ę„hŒĪA,Œ€7€’’’’€¦€²€Õ€ Ž€.€†€Ä€ Ž€.€H€«€’’’’€1€1€’’’’ @Ž€€ Q€j€ H€ź€’’’’ €1€1€’’’’ @Ž€€Q€j€ń€(’’’’€1€1€’’’’€Ž€€€j€’’’’€H€›€’’’’€1€1€’’’’@Ž€€Q€j€y€ € Ž€.€y€< Ž€.€Ž€CH€T’’’’€1€1€’’’’ @Ž€€!Q€j€"H€`’’’’#€1€1€’’’’$@Ž€€%Q€j€&H€l’’’’'€1€1€’’’’(@Ž€€)Q€j€*L€{+PPtrm_FileIDm_PathIDm_DefaultReferencesm_Iconm_ExecutionOrderm_ClassNamem_Namespacem_AssemblyNamem_IsEditorScript¬°@ąyÆšįŗ¦óķīžHŒxIī¾ !bQAssets/Standard Assets/Effects/CinematicEffects(BETA)/Common/ImageEffectHelper.cs|WVImageEffectHelper/using System.Collections.Generic; using UnityEngine; namespace UnityStandardAssets.CinematicEffects { public static class ImageEffectHelper { public static bool IsSupported(Shader s, bool needDepth, bool needHdr, MonoBehaviour effect) { if (s == null || !s.isSupported) { Debug.LogWarningFormat("Missing shader for image effect {0}", effect); return false; } if (!SystemInfo.supportsImageEffects || !SystemInfo.supportsRenderTextures) return false; if (needDepth && !SystemInfo.SupportsRenderTextureFormat(RenderTextureFormat.Depth)) return false; if (needHdr && !SystemInfo.SupportsRenderTextureFormat(RenderTextureFormat.ARGBHalf)) return false; return true; } public static Material CheckShaderAndCreateMaterial(Shader s) { if (s == null || !s.isSupported) return null; var material = new Material(s); material.hideFlags = HideFlags.DontSave; return material; } public static bool supportsDX11 { get { return SystemInfo.graphicsShaderLevel >= 50 && SystemInfo.supportsComputeShaders; } } } } ImageEffectHelper$UnityStandardAssets.CinematicEffectsAssembly-CSharp-firstpass.dll