using System; using Cpp2IlInjected; namespace UnityEngine.Rendering.Universal.Internal { // Token: 0x02000098 RID: 152 [Token(Token = "0x2000086")] public sealed class FullscreenMaterialPass : ScriptableRenderPass { // Token: 0x060002AA RID: 682 RVA: 0x00002050 File Offset: 0x00000250 [Token(Token = "0x6000293")] [Address(RVA = "0x692D10", Offset = "0x691D10", VA = "0x180692D10")] public FullscreenMaterialPass(RenderPassEvent evt) { } // Token: 0x060002AB RID: 683 RVA: 0x00003840 File Offset: 0x00001A40 [Token(Token = "0x6000294")] [Address(RVA = "0x23F6AE0", Offset = "0x23F5AE0", VA = "0x1823F6AE0")] public bool Setup(Material material) { return default(bool); } // Token: 0x060002AC RID: 684 RVA: 0x00002050 File Offset: 0x00000250 [Token(Token = "0x6000295")] [Address(RVA = "0x23F69A0", Offset = "0x23F59A0", VA = "0x1823F69A0", Slot = "7")] public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) { } // Token: 0x040003BC RID: 956 [FieldOffset(Offset = "0x68")] [Token(Token = "0x4000345")] private Material m_Material; // Token: 0x040003BD RID: 957 [Token(Token = "0x4000346")] private const string k_ProfilerTag = "Blit Material Pass"; } }