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using System;
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using Cpp2IlInjected;
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namespace UnityEngine.Rendering.Universal
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{
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// Token: 0x02000042 RID: 66
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[Token(Token = "0x200003C")]
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[VolumeComponentMenu("Post-processing/FilmGrain")]
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[Serializable]
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public sealed class FilmGrain : VolumeComponent, IPostProcessComponent
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{
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// Token: 0x060000F0 RID: 240 RVA: 0x00002AD8 File Offset: 0x00000CD8
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[Token(Token = "0x60000E8")]
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[Address(RVA = "0x23F0A10", Offset = "0x23EFA10", VA = "0x1823F0A10", Slot = "8")]
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public bool IsActive()
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{
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return default(bool);
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}
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// Token: 0x060000F1 RID: 241 RVA: 0x00002AF0 File Offset: 0x00000CF0
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[Token(Token = "0x60000E9")]
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[Address(RVA = "0x4246A0", Offset = "0x4236A0", VA = "0x1804246A0", Slot = "9")]
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public bool IsTileCompatible()
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{
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return default(bool);
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}
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// Token: 0x060000F2 RID: 242 RVA: 0x00002050 File Offset: 0x00000250
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[Token(Token = "0x60000EA")]
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[Address(RVA = "0x23F0AE0", Offset = "0x23EFAE0", VA = "0x1823F0AE0")]
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public FilmGrain()
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{
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}
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// Token: 0x04000177 RID: 375
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[FieldOffset(Offset = "0x38")]
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[Token(Token = "0x4000153")]
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[Tooltip("The type of grain to use. You can select a preset or provide your own texture by selecting Custom.")]
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public FilmGrainLookupParameter type;
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// Token: 0x04000178 RID: 376
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[FieldOffset(Offset = "0x40")]
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[Token(Token = "0x4000154")]
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[Tooltip("Amount of vignetting on screen.")]
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public ClampedFloatParameter intensity;
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// Token: 0x04000179 RID: 377
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[FieldOffset(Offset = "0x48")]
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[Token(Token = "0x4000155")]
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[Tooltip("Controls the noisiness response curve based on scene luminance. Higher values mean less noise in light areas.")]
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public ClampedFloatParameter response;
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// Token: 0x0400017A RID: 378
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[FieldOffset(Offset = "0x50")]
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[Token(Token = "0x4000156")]
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[Tooltip("A tileable texture to use for the grain. The neutral value is 0.5 where no grain is applied.")]
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public NoInterpTextureParameter texture;
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}
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}
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