using System; using Cpp2IlInjected; namespace UnityEngine.Rendering.Universal { // Token: 0x02000048 RID: 72 [Token(Token = "0x2000042")] [VolumeComponentMenu("Post-processing/Motion Blur")] [Serializable] public sealed class MotionBlur : VolumeComponent, IPostProcessComponent { // Token: 0x060000FA RID: 250 RVA: 0x00002B68 File Offset: 0x00000D68 [Token(Token = "0x60000F2")] [Address(RVA = "0x695560", Offset = "0x694560", VA = "0x180695560", Slot = "8")] public bool IsActive() { return default(bool); } // Token: 0x060000FB RID: 251 RVA: 0x00002B80 File Offset: 0x00000D80 [Token(Token = "0x60000F3")] [Address(RVA = "0x424690", Offset = "0x423690", VA = "0x180424690", Slot = "9")] public bool IsTileCompatible() { return default(bool); } // Token: 0x060000FC RID: 252 RVA: 0x00002050 File Offset: 0x00000250 [Token(Token = "0x60000F4")] [Address(RVA = "0x6955D0", Offset = "0x6945D0", VA = "0x1806955D0")] public MotionBlur() { } // Token: 0x0400018A RID: 394 [FieldOffset(Offset = "0x38")] [Token(Token = "0x4000166")] [Tooltip("The motion blur technique to use. If you don't need object motion blur, CameraOnly will result in better performance.")] public MotionBlurModeParameter mode; // Token: 0x0400018B RID: 395 [FieldOffset(Offset = "0x40")] [Token(Token = "0x4000167")] [Tooltip("The quality of the effect. Lower presets will result in better performance at the expense of visual quality.")] public MotionBlurQualityParameter quality; // Token: 0x0400018C RID: 396 [FieldOffset(Offset = "0x48")] [Token(Token = "0x4000168")] [Tooltip("The strength of the motion blur filter. Acts as a multiplier for velocities.")] public ClampedFloatParameter intensity; // Token: 0x0400018D RID: 397 [FieldOffset(Offset = "0x50")] [Token(Token = "0x4000169")] [Tooltip("Sets the maximum length, as a fraction of the screen's full resolution, that the velocity resulting from Camera rotation can have. Lower values will improve performance.")] public ClampedFloatParameter clamp; } }