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+53
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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: 0x0200004B RID: 75
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[Token(Token = "0x2000045")]
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[VolumeComponentMenu("Post-processing/Split Toning")]
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[Serializable]
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public sealed class SplitToning : VolumeComponent, IPostProcessComponent
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{
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// Token: 0x060000EB RID: 235 RVA: 0x00002A48 File Offset: 0x00000C48
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[Token(Token = "0x60000E3")]
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[Address(RVA = "0x1F337D0", Offset = "0x1F325D0", VA = "0x181F337D0", 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: 0x060000EC RID: 236 RVA: 0x00002A60 File Offset: 0x00000C60
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[Token(Token = "0x60000E4")]
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[Address(RVA = "0x460D40", Offset = "0x45FB40", VA = "0x180460D40", 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: 0x060000ED RID: 237 RVA: 0x00002050 File Offset: 0x00000250
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[Token(Token = "0x60000E5")]
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[Address(RVA = "0x1F33870", Offset = "0x1F32670", VA = "0x181F33870")]
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public SplitToning()
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{
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}
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// Token: 0x04000185 RID: 389
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[FieldOffset(Offset = "0x38")]
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[Token(Token = "0x4000162")]
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[Tooltip("The color to use for shadows.")]
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public ColorParameter shadows;
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// Token: 0x04000186 RID: 390
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[FieldOffset(Offset = "0x40")]
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[Token(Token = "0x4000163")]
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[Tooltip("The color to use for highlights.")]
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public ColorParameter highlights;
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// Token: 0x04000187 RID: 391
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[FieldOffset(Offset = "0x48")]
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[Token(Token = "0x4000164")]
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[Tooltip("Balance between the colors in the highlights and shadows.")]
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public ClampedFloatParameter balance;
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}
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}
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