using System; using Cpp2IlInjected; namespace UnityEngine.Rendering.Universal { // Token: 0x02000038 RID: 56 [Token(Token = "0x2000032")] [VolumeComponentMenu("Post-processing/Chromatic Aberration")] [Serializable] public sealed class ChromaticAberration : VolumeComponent, IPostProcessComponent { // Token: 0x060000C5 RID: 197 RVA: 0x00002820 File Offset: 0x00000A20 [Token(Token = "0x60000BD")] [Address(RVA = "0x19C9490", Offset = "0x19C8290", VA = "0x1819C9490", Slot = "8")] public bool IsActive() { return default(bool); } // Token: 0x060000C6 RID: 198 RVA: 0x00002838 File Offset: 0x00000A38 [Token(Token = "0x60000BE")] [Address(RVA = "0x403930", Offset = "0x402730", VA = "0x180403930", Slot = "9")] public bool IsTileCompatible() { return default(bool); } // Token: 0x060000C7 RID: 199 RVA: 0x00002050 File Offset: 0x00000250 [Token(Token = "0x60000BF")] [Address(RVA = "0x19C94C0", Offset = "0x19C82C0", VA = "0x1819C94C0")] public ChromaticAberration() { } // Token: 0x0400013A RID: 314 [FieldOffset(Offset = "0x38")] [Token(Token = "0x4000117")] [Tooltip("Amount of tangential distortion.")] public ClampedFloatParameter intensity; } }