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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: 0x0200003D RID: 61
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[Token(Token = "0x2000037")]
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[VolumeComponentMenu("Post-processing/Depth Of Field")]
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[Serializable]
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public sealed class DepthOfField : VolumeComponent, IPostProcessComponent
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{
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// Token: 0x060000D2 RID: 210 RVA: 0x000028F8 File Offset: 0x00000AF8
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[Token(Token = "0x60000CA")]
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[Address(RVA = "0x19CC580", Offset = "0x19CB380", VA = "0x1819CC580", 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: 0x060000D3 RID: 211 RVA: 0x00002910 File Offset: 0x00000B10
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[Token(Token = "0x60000CB")]
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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: 0x060000D4 RID: 212 RVA: 0x00002050 File Offset: 0x00000250
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[Token(Token = "0x60000CC")]
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[Address(RVA = "0x19CC600", Offset = "0x19CB400", VA = "0x1819CC600")]
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public DepthOfField()
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{
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}
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// Token: 0x0400014E RID: 334
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[FieldOffset(Offset = "0x38")]
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[Token(Token = "0x400012B")]
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[Tooltip("Use \"Gaussian\" for a faster but non physical depth of field; \"Bokeh\" for a more realistic but slower depth of field.")]
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public DepthOfFieldModeParameter mode;
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// Token: 0x0400014F RID: 335
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[FieldOffset(Offset = "0x40")]
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[Token(Token = "0x400012C")]
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[Tooltip("The distance at which the blurring will start.")]
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public MinFloatParameter gaussianStart;
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// Token: 0x04000150 RID: 336
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[FieldOffset(Offset = "0x48")]
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[Token(Token = "0x400012D")]
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[Tooltip("The distance at which the blurring will reach its maximum radius.")]
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public MinFloatParameter gaussianEnd;
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// Token: 0x04000151 RID: 337
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[FieldOffset(Offset = "0x50")]
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[Token(Token = "0x400012E")]
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[Tooltip("The maximum radius of the gaussian blur. Values above 1 may show under-sampling artifacts.")]
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public ClampedFloatParameter gaussianMaxRadius;
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// Token: 0x04000152 RID: 338
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[FieldOffset(Offset = "0x58")]
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[Token(Token = "0x400012F")]
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[Tooltip("Use higher quality sampling to reduce flickering and improve the overall blur smoothness.")]
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public BoolParameter highQualitySampling;
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// Token: 0x04000153 RID: 339
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[FieldOffset(Offset = "0x60")]
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[Token(Token = "0x4000130")]
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[Tooltip("The distance to the point of focus.")]
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public MinFloatParameter focusDistance;
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// Token: 0x04000154 RID: 340
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[FieldOffset(Offset = "0x68")]
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[Token(Token = "0x4000131")]
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[Tooltip("The ratio of aperture (known as f-stop or f-number). The smaller the value is, the shallower the depth of field is.")]
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public ClampedFloatParameter aperture;
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// Token: 0x04000155 RID: 341
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[FieldOffset(Offset = "0x70")]
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[Token(Token = "0x4000132")]
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[Tooltip("The distance between the lens and the film. The larger the value is, the shallower the depth of field is.")]
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public ClampedFloatParameter focalLength;
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// Token: 0x04000156 RID: 342
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[FieldOffset(Offset = "0x78")]
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[Token(Token = "0x4000133")]
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[Tooltip("The number of aperture blades.")]
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public ClampedIntParameter bladeCount;
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// Token: 0x04000157 RID: 343
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[FieldOffset(Offset = "0x80")]
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[Token(Token = "0x4000134")]
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[Tooltip("The curvature of aperture blades. The smaller the value is, the more visible aperture blades are. A value of 1 will make the bokeh perfectly circular.")]
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public ClampedFloatParameter bladeCurvature;
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// Token: 0x04000158 RID: 344
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[FieldOffset(Offset = "0x88")]
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[Token(Token = "0x4000135")]
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[Tooltip("The rotation of aperture blades in degrees.")]
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public ClampedFloatParameter bladeRotation;
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}
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}
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