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using System;
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using Cpp2IlInjected;
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using UnityEngine.Scripting;
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namespace UnityEngine.Rendering.PostProcessing
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{
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// Token: 0x02000028 RID: 40
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[Token(Token = "0x2000023")]
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[Preserve]
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[Serializable]
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public sealed class Fog
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{
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// Token: 0x06000049 RID: 73 RVA: 0x000021A8 File Offset: 0x000003A8
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[Token(Token = "0x6000049")]
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[Address(RVA = "0x4100E0", Offset = "0x40EEE0", VA = "0x1804100E0")]
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internal DepthTextureMode GetCameraFlags()
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{
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return DepthTextureMode.None;
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}
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// Token: 0x0600004A RID: 74 RVA: 0x000021C0 File Offset: 0x000003C0
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[Token(Token = "0x600004A")]
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[Address(RVA = "0x2070120", Offset = "0x206EF20", VA = "0x182070120")]
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internal bool IsEnabledAndSupported(PostProcessRenderContext context)
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{
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return default(bool);
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}
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// Token: 0x0600004B RID: 75 RVA: 0x00002050 File Offset: 0x00000250
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[Token(Token = "0x600004B")]
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[Address(RVA = "0x2070250", Offset = "0x206F050", VA = "0x182070250")]
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internal void Render(PostProcessRenderContext context)
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{
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}
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// Token: 0x0600004C RID: 76 RVA: 0x00002050 File Offset: 0x00000250
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[Token(Token = "0x600004C")]
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[Address(RVA = "0x20705E0", Offset = "0x206F3E0", VA = "0x1820705E0")]
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public Fog()
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{
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}
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// Token: 0x040000A9 RID: 169
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[FieldOffset(Offset = "0x10")]
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[Token(Token = "0x4000089")]
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[Tooltip("Enables the internal deferred fog pass. Actual fog settings should be set in the Lighting panel.")]
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public bool enabled;
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// Token: 0x040000AA RID: 170
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[FieldOffset(Offset = "0x11")]
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[Token(Token = "0x400008A")]
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[Tooltip("Mark true for the fog to ignore the skybox")]
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public bool excludeSkybox;
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}
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}
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