using System; using Cpp2IlInjected; using UnityEngine.Scripting; namespace UnityEngine.Rendering.PostProcessing { // Token: 0x02000019 RID: 25 [Token(Token = "0x2000016")] [Preserve] internal sealed class ChromaticAberrationRenderer : PostProcessEffectRenderer { // Token: 0x06000028 RID: 40 RVA: 0x00002050 File Offset: 0x00000250 [Token(Token = "0x6000028")] [Address(RVA = "0x79F500", Offset = "0x79E500", VA = "0x18079F500", Slot = "8")] public override void Render(PostProcessRenderContext context) { } // Token: 0x06000029 RID: 41 RVA: 0x00002050 File Offset: 0x00000250 [Token(Token = "0x6000029")] [Address(RVA = "0x79F490", Offset = "0x79E490", VA = "0x18079F490", Slot = "7")] public override void Release() { } // Token: 0x0600002A RID: 42 RVA: 0x00002050 File Offset: 0x00000250 [Token(Token = "0x600002A")] [Address(RVA = "0x79F890", Offset = "0x79E890", VA = "0x18079F890")] public ChromaticAberrationRenderer() { } // Token: 0x04000050 RID: 80 [FieldOffset(Offset = "0x20")] [Token(Token = "0x400003F")] private Texture2D m_InternalSpectralLut; } }