using System; using Cpp2IlInjected; using UnityEngine; // Token: 0x0200218A RID: 8586 [Token(Token = "0x200218A")] public static class PAMNDKEGFFG { // Token: 0x04008F9A RID: 36762 [Token(Token = "0x4008F9A")] public static readonly int BMBHIOLHCLI = Shader.PropertyToID("_BaseMap"); // Token: 0x04008F9B RID: 36763 [Token(Token = "0x4008F9B")] public static readonly int CCHOFPAFEHO = Shader.PropertyToID("_BaseColor"); // Token: 0x04008F9C RID: 36764 [Token(Token = "0x4008F9C")] public static readonly int JEDHKDPBBEA = Shader.PropertyToID("_TintColor"); // Token: 0x04008F9D RID: 36765 [Token(Token = "0x4008F9D")] public static readonly int NADLODHLFBH = Shader.PropertyToID("_EmissionColor"); // Token: 0x04008F9E RID: 36766 [Token(Token = "0x4008F9E")] public static readonly int HBNELALEOCJ = Shader.PropertyToID("_EmissivePower"); // Token: 0x04008F9F RID: 36767 [Token(Token = "0x4008F9F")] public static readonly int ACEOLOJOABP = Shader.PropertyToID("_SpecColor"); // Token: 0x04008FA0 RID: 36768 [Token(Token = "0x4008FA0")] public static readonly int FCGLKJPADGO = Shader.PropertyToID("_MainColor"); // Token: 0x04008FA1 RID: 36769 [Token(Token = "0x4008FA1")] public static readonly int JHLJAONHOGM = Shader.PropertyToID("_GlowColor"); // Token: 0x04008FA2 RID: 36770 [Token(Token = "0x4008FA2")] public static readonly int JEEFDKGEHHL = Shader.PropertyToID("_AccentColor"); // Token: 0x04008FA3 RID: 36771 [Token(Token = "0x4008FA3")] public static readonly int GKEMKIDGLOE = Shader.PropertyToID("_ScanlineColor"); // Token: 0x04008FA4 RID: 36772 [Token(Token = "0x4008FA4")] public static readonly int BKIBEEDPPGG = Shader.PropertyToID("_LargeScanlineColor"); // Token: 0x04008FA5 RID: 36773 [Token(Token = "0x4008FA5")] public static readonly int DONFDCMFCEC = Shader.PropertyToID("_InstanceColor"); // Token: 0x04008FA6 RID: 36774 [Token(Token = "0x4008FA6")] public static readonly int ANBMAIAHHPF = Shader.PropertyToID("_InstanceEmission"); // Token: 0x04008FA7 RID: 36775 [Token(Token = "0x4008FA7")] public static readonly int OOIOFHFOAAF = Shader.PropertyToID("_Color"); // Token: 0x04008FA8 RID: 36776 [Token(Token = "0x4008FA8")] public static readonly int EDMPCDDEGCI = Shader.PropertyToID("_Stencil"); // Token: 0x04008FA9 RID: 36777 [Token(Token = "0x4008FA9")] public static readonly int ADNMFBHEAJF = Shader.PropertyToID("_StencilComp"); // Token: 0x04008FAA RID: 36778 [Token(Token = "0x4008FAA")] public static readonly int PJAFKHGGBFJ = Shader.PropertyToID("_StencilWriteMask"); // Token: 0x04008FAB RID: 36779 [Token(Token = "0x4008FAB")] public static readonly int GDLAOIBDKGD = Shader.PropertyToID("_StencilReadMask"); // Token: 0x04008FAC RID: 36780 [Token(Token = "0x4008FAC")] public static readonly int DKKIJBDPKIG = Shader.PropertyToID("_CornerMoveAxis"); // Token: 0x04008FAD RID: 36781 [Token(Token = "0x4008FAD")] public static readonly int HKJNFIKDCPH = Shader.PropertyToID("_CornerMoveAxisMargin"); // Token: 0x04008FAE RID: 36782 [Token(Token = "0x4008FAE")] public static readonly int LLKODMJMEKF = Shader.PropertyToID("_CornerMovePositiveOffset"); // Token: 0x04008FAF RID: 36783 [Token(Token = "0x4008FAF")] public static readonly int JLAHCMBEGHN = Shader.PropertyToID("_CornerMoveNegativeOffset"); // Token: 0x04008FB0 RID: 36784 [Token(Token = "0x4008FB0")] public static readonly int LFKBCJCBBOI = Shader.PropertyToID("_BlendRadiusPixels"); }