using System; using Cpp2IlInjected; namespace UnityEngine.Rendering.PostProcessing { // Token: 0x0200002B RID: 43 [Token(Token = "0x2000026")] [PostProcess(typeof(LensDistortionRenderer), "Unity/Lens Distortion", true)] [Serializable] public sealed class LensDistortion : PostProcessEffectSettings { // Token: 0x06000053 RID: 83 RVA: 0x00002208 File Offset: 0x00000408 [Token(Token = "0x6000053")] [Address(RVA = "0x7A9DB0", Offset = "0x7A8DB0", VA = "0x1807A9DB0", Slot = "4")] public override bool IsEnabledAndSupported(PostProcessRenderContext context) { return default(bool); } // Token: 0x06000054 RID: 84 RVA: 0x00002050 File Offset: 0x00000250 [Token(Token = "0x6000054")] [Address(RVA = "0x7A9EB0", Offset = "0x7A8EB0", VA = "0x1807A9EB0")] public LensDistortion() { } // Token: 0x040000B2 RID: 178 [FieldOffset(Offset = "0x30")] [Token(Token = "0x4000092")] [Range(-100f, 100f)] [Tooltip("Total distortion amount.")] public FloatParameter intensity; // Token: 0x040000B3 RID: 179 [FieldOffset(Offset = "0x38")] [Token(Token = "0x4000093")] [Range(0f, 1f)] [DisplayName("X Multiplier")] [Tooltip("Intensity multiplier on the x-axis. Set it to 0 to disable distortion on this axis.")] public FloatParameter intensityX; // Token: 0x040000B4 RID: 180 [FieldOffset(Offset = "0x40")] [Token(Token = "0x4000094")] [Range(0f, 1f)] [DisplayName("Y Multiplier")] [Tooltip("Intensity multiplier on the y-axis. Set it to 0 to disable distortion on this axis.")] public FloatParameter intensityY; // Token: 0x040000B5 RID: 181 [FieldOffset(Offset = "0x48")] [Token(Token = "0x4000095")] [Space] [Range(-1f, 1f)] [Tooltip("Distortion center point (x-axis).")] public FloatParameter centerX; // Token: 0x040000B6 RID: 182 [FieldOffset(Offset = "0x50")] [Token(Token = "0x4000096")] [Range(-1f, 1f)] [Tooltip("Distortion center point (y-axis).")] public FloatParameter centerY; // Token: 0x040000B7 RID: 183 [FieldOffset(Offset = "0x58")] [Token(Token = "0x4000097")] [Space] [Range(0.01f, 5f)] [Tooltip("Global screen scaling.")] public FloatParameter scale; } }