using System; using Cpp2IlInjected; namespace UnityEngine.Rendering.PostProcessing { // Token: 0x02000044 RID: 68 [Token(Token = "0x2000036")] [PostProcess(typeof(VignetteRenderer), "Unity/Vignette", true)] [Serializable] public sealed class Vignette : PostProcessEffectSettings { // Token: 0x0600009A RID: 154 RVA: 0x000023B8 File Offset: 0x000005B8 [Token(Token = "0x6000099")] [Address(RVA = "0x29FFD60", Offset = "0x29FEB60", VA = "0x1829FFD60", Slot = "4")] public override bool IsEnabledAndSupported(PostProcessRenderContext context) { return default(bool); } // Token: 0x0600009B RID: 155 RVA: 0x00002050 File Offset: 0x00000250 [Token(Token = "0x600009A")] [Address(RVA = "0x29FFE40", Offset = "0x29FEC40", VA = "0x1829FFE40")] public Vignette() { } // Token: 0x04000123 RID: 291 [FieldOffset(Offset = "0x30")] [Token(Token = "0x40000D3")] [Tooltip("Use the \"Classic\" mode for parametric controls. Use the \"Masked\" mode to use your own texture mask.")] public VignetteModeParameter mode; // Token: 0x04000124 RID: 292 [FieldOffset(Offset = "0x38")] [Token(Token = "0x40000D4")] [Tooltip("Vignette color.")] public ColorParameter color; // Token: 0x04000125 RID: 293 [FieldOffset(Offset = "0x40")] [Token(Token = "0x40000D5")] [Tooltip("Sets the vignette center point (screen center is [0.5, 0.5]).")] public Vector2Parameter center; // Token: 0x04000126 RID: 294 [FieldOffset(Offset = "0x48")] [Token(Token = "0x40000D6")] [Range(0f, 1f)] [Tooltip("Amount of vignetting on screen.")] public FloatParameter intensity; // Token: 0x04000127 RID: 295 [FieldOffset(Offset = "0x50")] [Token(Token = "0x40000D7")] [Range(0.01f, 1f)] [Tooltip("Smoothness of the vignette borders.")] public FloatParameter smoothness; // Token: 0x04000128 RID: 296 [FieldOffset(Offset = "0x58")] [Token(Token = "0x40000D8")] [Range(0f, 1f)] [Tooltip("Lower values will make a square-ish vignette.")] public FloatParameter roundness; // Token: 0x04000129 RID: 297 [FieldOffset(Offset = "0x60")] [Token(Token = "0x40000D9")] [Tooltip("Set to true to mark the vignette to be perfectly round. False will make its shape dependent on the current aspect ratio.")] public BoolParameter rounded; // Token: 0x0400012A RID: 298 [FieldOffset(Offset = "0x68")] [Token(Token = "0x40000DA")] [Tooltip("A black and white mask to use as a vignette.")] public TextureParameter mask; // Token: 0x0400012B RID: 299 [FieldOffset(Offset = "0x70")] [Token(Token = "0x40000DB")] [Range(0f, 1f)] [Tooltip("Mask opacity.")] public FloatParameter opacity; } }