using System; using Cpp2IlInjected; namespace UnityEngine.Rendering.Universal.Internal { // Token: 0x02000096 RID: 150 [Token(Token = "0x2000084")] public sealed class FullscreenMaterialPass : ScriptableRenderPass { // Token: 0x0600028A RID: 650 RVA: 0x00002050 File Offset: 0x00000250 [Token(Token = "0x6000273")] [Address(RVA = "0x19C9090", Offset = "0x19C7E90", VA = "0x1819C9090")] public FullscreenMaterialPass(RenderPassEvent evt) { } // Token: 0x0600028B RID: 651 RVA: 0x00003618 File Offset: 0x00001818 [Token(Token = "0x6000274")] [Address(RVA = "0x19D3350", Offset = "0x19D2150", VA = "0x1819D3350")] public bool Setup(Material material) { return default(bool); } // Token: 0x0600028C RID: 652 RVA: 0x00002050 File Offset: 0x00000250 [Token(Token = "0x6000275")] [Address(RVA = "0x19D3210", Offset = "0x19D2010", VA = "0x1819D3210", Slot = "7")] public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) { } // Token: 0x04000385 RID: 901 [FieldOffset(Offset = "0x68")] [Token(Token = "0x4000316")] private Material m_Material; // Token: 0x04000386 RID: 902 [Token(Token = "0x4000317")] private const string k_ProfilerTag = "Blit Material Pass"; } }