using System; using Cpp2IlInjected; using UnityEngine.Serialization; namespace UnityEngine.Rendering.PostProcessing { // Token: 0x02000018 RID: 24 [Token(Token = "0x2000015")] [PostProcess(typeof(ChromaticAberrationRenderer), "Unity/Chromatic Aberration", true)] [Serializable] public sealed class ChromaticAberration : PostProcessEffectSettings { // Token: 0x06000026 RID: 38 RVA: 0x000020D0 File Offset: 0x000002D0 [Token(Token = "0x6000026")] [Address(RVA = "0x79F8D0", Offset = "0x79E8D0", VA = "0x18079F8D0", Slot = "4")] public override bool IsEnabledAndSupported(PostProcessRenderContext context) { return default(bool); } // Token: 0x06000027 RID: 39 RVA: 0x00002050 File Offset: 0x00000250 [Token(Token = "0x6000027")] [Address(RVA = "0x79F910", Offset = "0x79E910", VA = "0x18079F910")] public ChromaticAberration() { } // Token: 0x0400004D RID: 77 [FieldOffset(Offset = "0x30")] [Token(Token = "0x400003C")] [Tooltip("Shifts the hue of chromatic aberrations.")] public TextureParameter spectralLut; // Token: 0x0400004E RID: 78 [FieldOffset(Offset = "0x38")] [Token(Token = "0x400003D")] [Range(0f, 1f)] [Tooltip("Amount of tangential distortion.")] public FloatParameter intensity; // Token: 0x0400004F RID: 79 [FieldOffset(Offset = "0x40")] [Token(Token = "0x400003E")] [FormerlySerializedAs("mobileOptimized")] [Tooltip("Boost performances by lowering the effect quality. This settings is meant to be used on mobile and other low-end platforms but can also provide a nice performance boost on desktops and consoles.")] public BoolParameter fastMode; } }