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using System;
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using Cpp2IlInjected;
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using UnityEngine;
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using UnityEngine.Rendering.PostProcessing;
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// Token: 0x02000752 RID: 1874
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[Token(Token = "0x2000752")]
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[PostProcess(typeof(LGHFFIOCGFP), PostProcessEvent.BeforeStack, "AmplifyCreations/AmplifyOcclusion", true)]
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[Serializable]
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public sealed class AmplifyOcclusionPostProcessing : PostProcessEffectSettings
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{
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// Token: 0x0600366B RID: 13931 RVA: 0x000DEF98 File Offset: 0x000DD198
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[Token(Token = "0x600366B")]
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[Address(RVA = "0x15B4C70", Offset = "0x15B3C70", VA = "0x1815B4C70", Slot = "4")]
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public override bool IsEnabledAndSupported(PostProcessRenderContext LHOMKMINCHH)
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{
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if (Application.isPlaying)
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{
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}
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BoolParameter enabled = this.enabled;
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throw new NullReferenceException();
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}
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// Token: 0x0600366C RID: 13932 RVA: 0x000DEFC0 File Offset: 0x000DD1C0
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[Token(Token = "0x600366C")]
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[Address(RVA = "0x15B4CB0", Offset = "0x15B3CB0", VA = "0x1815B4CB0")]
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public AmplifyOcclusionPostProcessing()
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{
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ApplicationMethodParameter applicationMethodParameter = new ApplicationMethodParameter();
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this.ApplyMethod = applicationMethodParameter;
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SampleCountLevelParameter sampleCountLevelParameter = new SampleCountLevelParameter();
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this.SampleCount = sampleCountLevelParameter;
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PerPixelNormalSourceParameter perPixelNormalSourceParameter = new PerPixelNormalSourceParameter();
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this.PerPixelNormals = perPixelNormalSourceParameter;
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FloatParameter floatParameter = new FloatParameter();
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this.Intensity = floatParameter;
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ColorParameter colorParameter = new ColorParameter();
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Color black = Color.black;
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this.Tint = colorParameter;
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FloatParameter floatParameter2 = new FloatParameter();
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this.Radius = floatParameter2;
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FloatParameter floatParameter3 = new FloatParameter();
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this.PowerExponent = floatParameter3;
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FloatParameter floatParameter4 = new FloatParameter();
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this.Bias = floatParameter4;
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FloatParameter floatParameter5 = new FloatParameter();
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this.Thickness = floatParameter5;
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BoolParameter boolParameter = new BoolParameter();
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this.Downsample = boolParameter;
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BoolParameter boolParameter2 = new BoolParameter();
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this.CacheAware = boolParameter2;
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BoolParameter boolParameter3 = new BoolParameter();
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this.FadeEnabled = boolParameter3;
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FloatParameter floatParameter6 = new FloatParameter();
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this.FadeStart = floatParameter6;
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FloatParameter floatParameter7 = new FloatParameter();
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this.FadeLength = floatParameter7;
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FloatParameter floatParameter8 = new FloatParameter();
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this.FadeToIntensity = floatParameter8;
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ColorParameter colorParameter2 = new ColorParameter();
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Color black2 = Color.black;
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this.FadeToTint = colorParameter2;
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FloatParameter floatParameter9 = new FloatParameter();
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this.FadeToRadius = floatParameter9;
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FloatParameter floatParameter10 = new FloatParameter();
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this.FadeToPowerExponent = floatParameter10;
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FloatParameter floatParameter11 = new FloatParameter();
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this.FadeToThickness = floatParameter11;
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BoolParameter boolParameter4 = new BoolParameter();
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this.BlurEnabled = boolParameter4;
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IntParameter intParameter = new IntParameter();
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this.BlurRadius = intParameter;
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IntParameter intParameter2 = new IntParameter();
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this.BlurPasses = intParameter2;
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FloatParameter floatParameter12 = new FloatParameter();
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this.BlurSharpness = floatParameter12;
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BoolParameter boolParameter5 = new BoolParameter();
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this.FilterEnabled = boolParameter5;
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BoolParameter boolParameter6 = new BoolParameter();
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this.FilterDownsample = boolParameter6;
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FloatParameter floatParameter13 = new FloatParameter();
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this.FilterBlending = floatParameter13;
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FloatParameter floatParameter14 = new FloatParameter();
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this.FilterResponse = floatParameter14;
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base..ctor();
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}
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// Token: 0x04002D13 RID: 11539
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[FieldOffset(Offset = "0x30")]
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[Token(Token = "0x4002D13")]
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[Header("Ambient Occlusion")]
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[Tooltip("How to inject the occlusion: Post Effect = Overlay, Debug - Vizualize.")]
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public ApplicationMethodParameter ApplyMethod;
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// Token: 0x04002D14 RID: 11540
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[FieldOffset(Offset = "0x38")]
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[Token(Token = "0x4002D14")]
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[Tooltip("Number of samples per pass.")]
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public SampleCountLevelParameter SampleCount;
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// Token: 0x04002D15 RID: 11541
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[FieldOffset(Offset = "0x40")]
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[Token(Token = "0x4002D15")]
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[Tooltip("Source of per-pixel normals: None = All, GBuffer = Deferred.")]
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public PerPixelNormalSourceParameter PerPixelNormals;
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// Token: 0x04002D16 RID: 11542
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[FieldOffset(Offset = "0x48")]
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[Token(Token = "0x4002D16")]
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[Tooltip("Final applied intensity of the occlusion effect.")]
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[Range(0f, 1f)]
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public FloatParameter Intensity;
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// Token: 0x04002D17 RID: 11543
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[FieldOffset(Offset = "0x50")]
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[Token(Token = "0x4002D17")]
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[Tooltip("Color tint for occlusion.")]
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public ColorParameter Tint;
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// Token: 0x04002D18 RID: 11544
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[FieldOffset(Offset = "0x58")]
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[Token(Token = "0x4002D18")]
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[Range(0f, 32f)]
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[Tooltip("Radius spread of the occlusion.")]
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public FloatParameter Radius;
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// Token: 0x04002D19 RID: 11545
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[FieldOffset(Offset = "0x60")]
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[Token(Token = "0x4002D19")]
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[Tooltip("Power exponent attenuation of the occlusion.")]
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[Range(0f, 16f)]
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public FloatParameter PowerExponent;
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// Token: 0x04002D1A RID: 11546
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[FieldOffset(Offset = "0x68")]
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[Token(Token = "0x4002D1A")]
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[Range(0f, 0.99f)]
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[Tooltip("Controls the initial occlusion contribution offset.")]
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public FloatParameter Bias;
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// Token: 0x04002D1B RID: 11547
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[FieldOffset(Offset = "0x70")]
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[Token(Token = "0x4002D1B")]
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[Range(0f, 1f)]
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[Tooltip("Controls the thickness occlusion contribution.")]
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public FloatParameter Thickness;
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// Token: 0x04002D1C RID: 11548
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[FieldOffset(Offset = "0x78")]
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[Token(Token = "0x4002D1C")]
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[Tooltip("Compute the Occlusion and Blur at half of the resolution.")]
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public BoolParameter Downsample;
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// Token: 0x04002D1D RID: 11549
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[FieldOffset(Offset = "0x80")]
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[Token(Token = "0x4002D1D")]
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[Tooltip("Cache optimization for best performance / quality tradeoff.")]
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public BoolParameter CacheAware;
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// Token: 0x04002D1E RID: 11550
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[FieldOffset(Offset = "0x88")]
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[Token(Token = "0x4002D1E")]
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[Tooltip("Control parameters at faraway.")]
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[Header("Distance Fade")]
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public BoolParameter FadeEnabled;
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// Token: 0x04002D1F RID: 11551
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[FieldOffset(Offset = "0x90")]
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[Token(Token = "0x4002D1F")]
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[Tooltip("Distance in Unity unities that start to fade.")]
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public FloatParameter FadeStart;
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// Token: 0x04002D20 RID: 11552
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[FieldOffset(Offset = "0x98")]
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[Token(Token = "0x4002D20")]
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[Tooltip("Length distance to performe the transition.")]
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public FloatParameter FadeLength;
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// Token: 0x04002D21 RID: 11553
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[FieldOffset(Offset = "0xA0")]
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[Token(Token = "0x4002D21")]
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[Range(0f, 1f)]
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[Tooltip("Final Intensity parameter.")]
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public FloatParameter FadeToIntensity;
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// Token: 0x04002D22 RID: 11554
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[FieldOffset(Offset = "0xA8")]
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[Token(Token = "0x4002D22")]
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public ColorParameter FadeToTint;
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// Token: 0x04002D23 RID: 11555
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[FieldOffset(Offset = "0xB0")]
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[Token(Token = "0x4002D23")]
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[Range(0f, 32f)]
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[Tooltip("Final Radius parameter.")]
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public FloatParameter FadeToRadius;
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// Token: 0x04002D24 RID: 11556
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[FieldOffset(Offset = "0xB8")]
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[Token(Token = "0x4002D24")]
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[Range(0f, 16f)]
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[Tooltip("Final PowerExponent parameter.")]
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public FloatParameter FadeToPowerExponent;
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// Token: 0x04002D25 RID: 11557
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[FieldOffset(Offset = "0xC0")]
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[Token(Token = "0x4002D25")]
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[Range(0f, 1f)]
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[Tooltip("Final Thickness parameter.")]
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public FloatParameter FadeToThickness;
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// Token: 0x04002D26 RID: 11558
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[FieldOffset(Offset = "0xC8")]
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[Token(Token = "0x4002D26")]
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[Header("Bilateral Blur")]
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public BoolParameter BlurEnabled;
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// Token: 0x04002D27 RID: 11559
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[FieldOffset(Offset = "0xD0")]
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[Token(Token = "0x4002D27")]
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[Tooltip("Radius in screen pixels.")]
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[Range(1f, 4f)]
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public IntParameter BlurRadius;
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// Token: 0x04002D28 RID: 11560
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[FieldOffset(Offset = "0xD8")]
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[Token(Token = "0x4002D28")]
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[Tooltip("Number of times that the Blur will repeat.")]
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[Range(1f, 4f)]
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public IntParameter BlurPasses;
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// Token: 0x04002D29 RID: 11561
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[FieldOffset(Offset = "0xE0")]
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[Token(Token = "0x4002D29")]
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[Range(0f, 20f)]
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[Tooltip("Sharpness of blur edge-detection: 0 = Softer Edges, 20 = Sharper Edges.")]
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public FloatParameter BlurSharpness;
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// Token: 0x04002D2A RID: 11562
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[FieldOffset(Offset = "0xE8")]
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[Token(Token = "0x4002D2A")]
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[Tooltip("Accumulates the effect over the time.")]
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[Header("Temporal Filter")]
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public BoolParameter FilterEnabled;
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// Token: 0x04002D2B RID: 11563
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[FieldOffset(Offset = "0xF0")]
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[Token(Token = "0x4002D2B")]
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public BoolParameter FilterDownsample;
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// Token: 0x04002D2C RID: 11564
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[FieldOffset(Offset = "0xF8")]
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[Token(Token = "0x4002D2C")]
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[Range(0f, 1f)]
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[Tooltip("Controls the accumulation decayment: 0 = More flicker with less ghosting, 1 = Less flicker with more ghosting.")]
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public FloatParameter FilterBlending;
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// Token: 0x04002D2D RID: 11565
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[FieldOffset(Offset = "0x100")]
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[Token(Token = "0x4002D2D")]
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[Tooltip("Controls the discard sensitivity based on the motion of the scene and objects.")]
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[Range(0f, 1f)]
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public FloatParameter FilterResponse;
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}
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