Files
Apr2020-Cpp2Il-Dump/Unity.Postprocessing.Runtime/UnityEngine/Rendering/PostProcessing/Dithering.cs
T
niko 8fc35183db a
2026-04-11 22:19:20 +02:00

38 lines
948 B
C#

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;
}
}