using System; using Cpp2IlInjected; namespace UnityEngine.Rendering.Universal { // Token: 0x0200004D RID: 77 [Token(Token = "0x2000047")] [VolumeComponentMenu("Post-processing/Split Toning")] [Serializable] public sealed class SplitToning : VolumeComponent, IPostProcessComponent { // Token: 0x06000105 RID: 261 RVA: 0x00002BF8 File Offset: 0x00000DF8 [Token(Token = "0x60000FD")] [Address(RVA = "0x6A3340", Offset = "0x6A2340", VA = "0x1806A3340", Slot = "8")] public bool IsActive() { return default(bool); } // Token: 0x06000106 RID: 262 RVA: 0x00002C10 File Offset: 0x00000E10 [Token(Token = "0x60000FE")] [Address(RVA = "0x4246A0", Offset = "0x4236A0", VA = "0x1804246A0", Slot = "9")] public bool IsTileCompatible() { return default(bool); } // Token: 0x06000107 RID: 263 RVA: 0x00002050 File Offset: 0x00000250 [Token(Token = "0x60000FF")] [Address(RVA = "0x6A33E0", Offset = "0x6A23E0", VA = "0x1806A33E0")] public SplitToning() { } // Token: 0x04000197 RID: 407 [FieldOffset(Offset = "0x38")] [Token(Token = "0x4000173")] [Tooltip("The color to use for shadows.")] public ColorParameter shadows; // Token: 0x04000198 RID: 408 [FieldOffset(Offset = "0x40")] [Token(Token = "0x4000174")] [Tooltip("The color to use for highlights.")] public ColorParameter highlights; // Token: 0x04000199 RID: 409 [FieldOffset(Offset = "0x48")] [Token(Token = "0x4000175")] [Tooltip("Balance between the colors in the highlights and shadows.")] public ClampedFloatParameter balance; } }