using System; using Cpp2IlInjected; using UnityEngine.Scripting; namespace UnityEngine.Rendering.PostProcessing { // Token: 0x02000026 RID: 38 [Token(Token = "0x2000021")] [Preserve] [Serializable] internal sealed class Dithering { // Token: 0x06000046 RID: 70 RVA: 0x00002050 File Offset: 0x00000250 [Token(Token = "0x6000046")] [Address(RVA = "0x206FDB0", Offset = "0x206EBB0", VA = "0x18206FDB0")] internal void Render(PostProcessRenderContext context) { } // Token: 0x06000047 RID: 71 RVA: 0x00002050 File Offset: 0x00000250 [Token(Token = "0x6000047")] [Address(RVA = "0x2070020", Offset = "0x206EE20", VA = "0x182070020")] public Dithering() { } // Token: 0x040000A5 RID: 165 [FieldOffset(Offset = "0x10")] [Token(Token = "0x4000085")] private int m_NoiseTextureIndex; // Token: 0x040000A6 RID: 166 [FieldOffset(Offset = "0x18")] [Token(Token = "0x4000086")] private Random m_Random; } }