using System; using Cpp2IlInjected; namespace UnityEngine.Rendering.PostProcessing { // Token: 0x02000023 RID: 35 [Token(Token = "0x200001F")] [PostProcess(typeof(DepthOfFieldRenderer), "Unity/Depth of Field", false)] [Serializable] public sealed class DepthOfField : PostProcessEffectSettings { // Token: 0x0600003D RID: 61 RVA: 0x00002148 File Offset: 0x00000348 [Token(Token = "0x600003D")] [Address(RVA = "0x7A71A0", Offset = "0x7A61A0", VA = "0x1807A71A0", Slot = "4")] public override bool IsEnabledAndSupported(PostProcessRenderContext context) { return default(bool); } // Token: 0x0600003E RID: 62 RVA: 0x00002050 File Offset: 0x00000250 [Token(Token = "0x600003E")] [Address(RVA = "0x7A71E0", Offset = "0x7A61E0", VA = "0x1807A71E0")] public DepthOfField() { } // Token: 0x04000091 RID: 145 [FieldOffset(Offset = "0x30")] [Token(Token = "0x400007C")] [Min(0.1f)] [Tooltip("Distance to the point of focus.")] public FloatParameter focusDistance; // Token: 0x04000092 RID: 146 [FieldOffset(Offset = "0x38")] [Token(Token = "0x400007D")] [Range(0.05f, 32f)] [Tooltip("Ratio of aperture (known as f-stop or f-number). The smaller the value is, the shallower the depth of field is.")] public FloatParameter aperture; // Token: 0x04000093 RID: 147 [FieldOffset(Offset = "0x40")] [Token(Token = "0x400007E")] [Range(1f, 300f)] [Tooltip("Distance between the lens and the film. The larger the value is, the shallower the depth of field is.")] public FloatParameter focalLength; // Token: 0x04000094 RID: 148 [FieldOffset(Offset = "0x48")] [Token(Token = "0x400007F")] [DisplayName("Max Blur Size")] [Tooltip("Convolution kernel size of the bokeh filter, which determines the maximum radius of bokeh. It also affects performances (the larger the kernel is, the longer the GPU time is required).")] public KernelSizeParameter kernelSize; } }