oh dear
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+41
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using System;
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using Cpp2IlInjected;
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namespace UnityEngine.Rendering.Universal
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{
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// Token: 0x02000038 RID: 56
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[Token(Token = "0x2000032")]
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[VolumeComponentMenu("Post-processing/Chromatic Aberration")]
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[Serializable]
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public sealed class ChromaticAberration : VolumeComponent, IPostProcessComponent
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{
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// Token: 0x060000C5 RID: 197 RVA: 0x00002820 File Offset: 0x00000A20
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[Token(Token = "0x60000BD")]
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[Address(RVA = "0x19C9490", Offset = "0x19C8290", VA = "0x1819C9490", Slot = "8")]
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public bool IsActive()
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{
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return default(bool);
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}
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// Token: 0x060000C6 RID: 198 RVA: 0x00002838 File Offset: 0x00000A38
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[Token(Token = "0x60000BE")]
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[Address(RVA = "0x403930", Offset = "0x402730", VA = "0x180403930", Slot = "9")]
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public bool IsTileCompatible()
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{
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return default(bool);
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}
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// Token: 0x060000C7 RID: 199 RVA: 0x00002050 File Offset: 0x00000250
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[Token(Token = "0x60000BF")]
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[Address(RVA = "0x19C94C0", Offset = "0x19C82C0", VA = "0x1819C94C0")]
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public ChromaticAberration()
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{
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}
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// Token: 0x0400013A RID: 314
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[FieldOffset(Offset = "0x38")]
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[Token(Token = "0x4000117")]
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[Tooltip("Amount of tangential distortion.")]
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public ClampedFloatParameter intensity;
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}
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}
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