using System; using System.Diagnostics; using Cpp2IlInjected; namespace UnityEngine.Rendering { // Token: 0x020000B0 RID: 176 [Token(Token = "0x200007B")] [DebuggerDisplay("{m_Value} ({m_OverrideState})")] [Serializable] public class MinFloatParameter : FloatParameter { // Token: 0x170000BE RID: 190 // (get) Token: 0x06000427 RID: 1063 RVA: 0x00003C90 File Offset: 0x00001E90 // (set) Token: 0x06000428 RID: 1064 RVA: 0x00002050 File Offset: 0x00000250 [Token(Token = "0x1700008B")] public override float value { [Token(Token = "0x6000355")] [Address(RVA = "0x7A91F0", Offset = "0x7A81F0", VA = "0x1807A91F0", Slot = "12")] get { return 0f; } [Token(Token = "0x6000356")] [Address(RVA = "0xA3C7B0", Offset = "0xA3B7B0", VA = "0x180A3C7B0", Slot = "13")] set { } } // Token: 0x06000429 RID: 1065 RVA: 0x00002050 File Offset: 0x00000250 [Token(Token = "0x6000357")] [Address(RVA = "0xA3C5E0", Offset = "0xA3B5E0", VA = "0x180A3C5E0")] public MinFloatParameter(float value, float min, bool overrideState = false) { } // Token: 0x04000250 RID: 592 [FieldOffset(Offset = "0x20")] [Token(Token = "0x40001BB")] public float min; } }