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using System;
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using Cpp2IlInjected;
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namespace UnityEngine.Rendering.PostProcessing
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{
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// Token: 0x02000044 RID: 68
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[Token(Token = "0x2000036")]
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[PostProcess(typeof(VignetteRenderer), "Unity/Vignette", true)]
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[Serializable]
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public sealed class Vignette : PostProcessEffectSettings
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{
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// Token: 0x0600009A RID: 154 RVA: 0x000023B8 File Offset: 0x000005B8
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[Token(Token = "0x6000099")]
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[Address(RVA = "0xDED530", Offset = "0xDEC530", VA = "0x180DED530", Slot = "4")]
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public override bool IsEnabledAndSupported(PostProcessRenderContext context)
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{
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return default(bool);
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}
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// Token: 0x0600009B RID: 155 RVA: 0x00002050 File Offset: 0x00000250
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[Token(Token = "0x600009A")]
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[Address(RVA = "0xDED610", Offset = "0xDEC610", VA = "0x180DED610")]
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public Vignette()
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{
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}
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// Token: 0x04000123 RID: 291
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[FieldOffset(Offset = "0x30")]
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[Token(Token = "0x40000D3")]
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[Tooltip("Use the \"Classic\" mode for parametric controls. Use the \"Masked\" mode to use your own texture mask.")]
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public VignetteModeParameter mode;
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// Token: 0x04000124 RID: 292
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[FieldOffset(Offset = "0x38")]
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[Token(Token = "0x40000D4")]
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[Tooltip("Vignette color.")]
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public ColorParameter color;
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// Token: 0x04000125 RID: 293
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[FieldOffset(Offset = "0x40")]
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[Token(Token = "0x40000D5")]
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[Tooltip("Sets the vignette center point (screen center is [0.5, 0.5]).")]
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public Vector2Parameter center;
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// Token: 0x04000126 RID: 294
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[FieldOffset(Offset = "0x48")]
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[Token(Token = "0x40000D6")]
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[Range(0f, 1f)]
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[Tooltip("Amount of vignetting on screen.")]
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public FloatParameter intensity;
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// Token: 0x04000127 RID: 295
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[FieldOffset(Offset = "0x50")]
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[Token(Token = "0x40000D7")]
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[Range(0.01f, 1f)]
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[Tooltip("Smoothness of the vignette borders.")]
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public FloatParameter smoothness;
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// Token: 0x04000128 RID: 296
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[FieldOffset(Offset = "0x58")]
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[Token(Token = "0x40000D8")]
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[Range(0f, 1f)]
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[Tooltip("Lower values will make a square-ish vignette.")]
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public FloatParameter roundness;
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// Token: 0x04000129 RID: 297
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[FieldOffset(Offset = "0x60")]
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[Token(Token = "0x40000D9")]
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[Tooltip("Set to true to mark the vignette to be perfectly round. False will make its shape dependent on the current aspect ratio.")]
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public BoolParameter rounded;
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// Token: 0x0400012A RID: 298
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[FieldOffset(Offset = "0x68")]
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[Token(Token = "0x40000DA")]
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[Tooltip("A black and white mask to use as a vignette.")]
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public TextureParameter mask;
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// Token: 0x0400012B RID: 299
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[FieldOffset(Offset = "0x70")]
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[Token(Token = "0x40000DB")]
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[Range(0f, 1f)]
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[Tooltip("Mask opacity.")]
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public FloatParameter opacity;
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}
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}
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