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