using System; using Cpp2IlInjected; namespace UnityEngine.Rendering.Universal { // Token: 0x02000040 RID: 64 [Token(Token = "0x200003A")] [VolumeComponentMenu("Post-processing/FilmGrain")] [Serializable] public sealed class FilmGrain : VolumeComponent, IPostProcessComponent { // Token: 0x060000D6 RID: 214 RVA: 0x00002928 File Offset: 0x00000B28 [Token(Token = "0x60000CE")] [Address(RVA = "0x19CD930", Offset = "0x19CC730", VA = "0x1819CD930", Slot = "8")] public bool IsActive() { return default(bool); } // Token: 0x060000D7 RID: 215 RVA: 0x00002940 File Offset: 0x00000B40 [Token(Token = "0x60000CF")] [Address(RVA = "0x460D40", Offset = "0x45FB40", VA = "0x180460D40", Slot = "9")] public bool IsTileCompatible() { return default(bool); } // Token: 0x060000D8 RID: 216 RVA: 0x00002050 File Offset: 0x00000250 [Token(Token = "0x60000D0")] [Address(RVA = "0x19CDA00", Offset = "0x19CC800", VA = "0x1819CDA00")] public FilmGrain() { } // Token: 0x04000165 RID: 357 [FieldOffset(Offset = "0x38")] [Token(Token = "0x4000142")] [Tooltip("The type of grain to use. You can select a preset or provide your own texture by selecting Custom.")] public FilmGrainLookupParameter type; // Token: 0x04000166 RID: 358 [FieldOffset(Offset = "0x40")] [Token(Token = "0x4000143")] [Tooltip("Amount of vignetting on screen.")] public ClampedFloatParameter intensity; // Token: 0x04000167 RID: 359 [FieldOffset(Offset = "0x48")] [Token(Token = "0x4000144")] [Tooltip("Controls the noisiness response curve based on scene luminance. Higher values mean less noise in light areas.")] public ClampedFloatParameter response; // Token: 0x04000168 RID: 360 [FieldOffset(Offset = "0x50")] [Token(Token = "0x4000145")] [Tooltip("A tileable texture to use for the grain. The neutral value is 0.5 where no grain is applied.")] public NoInterpTextureParameter texture; } }