using System; using Cpp2IlInjected; namespace UnityEngine.Rendering.Universal { // Token: 0x0200003A RID: 58 [Token(Token = "0x2000034")] [VolumeComponentMenu("Post-processing/Chromatic Aberration")] [Serializable] public sealed class ChromaticAberration : VolumeComponent, IPostProcessComponent { // Token: 0x060000DF RID: 223 RVA: 0x000029D0 File Offset: 0x00000BD0 [Token(Token = "0x60000D7")] [Address(RVA = "0x695710", Offset = "0x694710", VA = "0x180695710", Slot = "8")] public bool IsActive() { return default(bool); } // Token: 0x060000E0 RID: 224 RVA: 0x000029E8 File Offset: 0x00000BE8 [Token(Token = "0x60000D8")] [Address(RVA = "0x424690", Offset = "0x423690", VA = "0x180424690", Slot = "9")] public bool IsTileCompatible() { return default(bool); } // Token: 0x060000E1 RID: 225 RVA: 0x00002050 File Offset: 0x00000250 [Token(Token = "0x60000D9")] [Address(RVA = "0x23EC5A0", Offset = "0x23EB5A0", VA = "0x1823EC5A0")] public ChromaticAberration() { } // Token: 0x0400014C RID: 332 [FieldOffset(Offset = "0x38")] [Token(Token = "0x4000128")] [Tooltip("Amount of tangential distortion.")] public ClampedFloatParameter intensity; } }