using System; using Cpp2IlInjected; namespace UnityEngine.Rendering.PostProcessing { // Token: 0x0200004C RID: 76 [Token(Token = "0x200003D")] [Serializable] public sealed class WaveformMonitor : Monitor { // Token: 0x060000B5 RID: 181 RVA: 0x00002050 File Offset: 0x00000250 [Token(Token = "0x60000B4")] [Address(RVA = "0xDEC970", Offset = "0xDEB970", VA = "0x180DEC970", Slot = "7")] internal override void OnDisable() { } // Token: 0x060000B6 RID: 182 RVA: 0x00002478 File Offset: 0x00000678 [Token(Token = "0x60000B5")] [Address(RVA = "0x4246A0", Offset = "0x4236A0", VA = "0x1804246A0", Slot = "5")] internal override bool NeedsHalfRes() { return default(bool); } // Token: 0x060000B7 RID: 183 RVA: 0x00002490 File Offset: 0x00000690 [Token(Token = "0x60000B6")] [Address(RVA = "0xDEE060", Offset = "0xDED060", VA = "0x180DEE060", Slot = "4")] internal override bool ShaderResourcesAvailable(PostProcessRenderContext context) { return default(bool); } // Token: 0x060000B8 RID: 184 RVA: 0x00002050 File Offset: 0x00000250 [Token(Token = "0x60000B7")] [Address(RVA = "0xDED8A0", Offset = "0xDEC8A0", VA = "0x180DED8A0", Slot = "8")] internal override void Render(PostProcessRenderContext context) { } // Token: 0x060000B9 RID: 185 RVA: 0x00002050 File Offset: 0x00000250 [Token(Token = "0x60000B8")] [Address(RVA = "0xDEE0E0", Offset = "0xDED0E0", VA = "0x180DEE0E0")] public WaveformMonitor() { } // Token: 0x04000147 RID: 327 [FieldOffset(Offset = "0x20")] [Token(Token = "0x40000F2")] public float exposure; // Token: 0x04000148 RID: 328 [FieldOffset(Offset = "0x24")] [Token(Token = "0x40000F3")] public int height; // Token: 0x04000149 RID: 329 [FieldOffset(Offset = "0x28")] [Token(Token = "0x40000F4")] private ComputeBuffer m_Data; // Token: 0x0400014A RID: 330 [Token(Token = "0x40000F5")] private const int k_ThreadGroupSize = 256; // Token: 0x0400014B RID: 331 [Token(Token = "0x40000F6")] private const int k_ThreadGroupSizeX = 16; // Token: 0x0400014C RID: 332 [Token(Token = "0x40000F7")] private const int k_ThreadGroupSizeY = 16; } }