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using System;
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using Cpp2IlInjected;
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using UnityEngine.Serialization;
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namespace UnityEngine.Rendering.PostProcessing
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{
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// Token: 0x02000018 RID: 24
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[Token(Token = "0x2000015")]
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[PostProcess(typeof(ChromaticAberrationRenderer), "Unity/Chromatic Aberration", true)]
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[Serializable]
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public sealed class ChromaticAberration : PostProcessEffectSettings
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{
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// Token: 0x06000026 RID: 38 RVA: 0x000020D0 File Offset: 0x000002D0
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[Token(Token = "0x6000026")]
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[Address(RVA = "0x2068330", Offset = "0x2067130", VA = "0x182068330", Slot = "4")]
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public override bool IsEnabledAndSupported(PostProcessRenderContext context)
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{
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return default(bool);
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}
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// Token: 0x06000027 RID: 39 RVA: 0x00002050 File Offset: 0x00000250
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[Token(Token = "0x6000027")]
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[Address(RVA = "0x2068370", Offset = "0x2067170", VA = "0x182068370")]
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public ChromaticAberration()
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{
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}
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// Token: 0x0400004D RID: 77
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[FieldOffset(Offset = "0x30")]
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[Token(Token = "0x400003C")]
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[Tooltip("Shifts the hue of chromatic aberrations.")]
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public TextureParameter spectralLut;
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// Token: 0x0400004E RID: 78
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[FieldOffset(Offset = "0x38")]
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[Token(Token = "0x400003D")]
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[Range(0f, 1f)]
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[Tooltip("Amount of tangential distortion.")]
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public FloatParameter intensity;
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// Token: 0x0400004F RID: 79
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[FieldOffset(Offset = "0x40")]
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[Token(Token = "0x400003E")]
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[FormerlySerializedAs("mobileOptimized")]
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[Tooltip("Boost performances by lowering the effect quality. This settings is meant to be used on mobile and other low-end platforms but can also provide a nice performance boost on desktops and consoles.")]
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public BoolParameter fastMode;
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}
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}
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