using System; using Cpp2IlInjected; namespace UnityEngine.Rendering.Universal { // Token: 0x0200004B RID: 75 [Token(Token = "0x2000045")] [VolumeComponentMenu("Post-processing/Split Toning")] [Serializable] public sealed class SplitToning : VolumeComponent, IPostProcessComponent { // Token: 0x060000EB RID: 235 RVA: 0x00002A48 File Offset: 0x00000C48 [Token(Token = "0x60000E3")] [Address(RVA = "0x1F337D0", Offset = "0x1F325D0", VA = "0x181F337D0", Slot = "8")] public bool IsActive() { return default(bool); } // Token: 0x060000EC RID: 236 RVA: 0x00002A60 File Offset: 0x00000C60 [Token(Token = "0x60000E4")] [Address(RVA = "0x460D40", Offset = "0x45FB40", VA = "0x180460D40", Slot = "9")] public bool IsTileCompatible() { return default(bool); } // Token: 0x060000ED RID: 237 RVA: 0x00002050 File Offset: 0x00000250 [Token(Token = "0x60000E5")] [Address(RVA = "0x1F33870", Offset = "0x1F32670", VA = "0x181F33870")] public SplitToning() { } // Token: 0x04000185 RID: 389 [FieldOffset(Offset = "0x38")] [Token(Token = "0x4000162")] [Tooltip("The color to use for shadows.")] public ColorParameter shadows; // Token: 0x04000186 RID: 390 [FieldOffset(Offset = "0x40")] [Token(Token = "0x4000163")] [Tooltip("The color to use for highlights.")] public ColorParameter highlights; // Token: 0x04000187 RID: 391 [FieldOffset(Offset = "0x48")] [Token(Token = "0x4000164")] [Tooltip("Balance between the colors in the highlights and shadows.")] public ClampedFloatParameter balance; } }