using System; using Cpp2IlInjected; namespace UnityEngine.Rendering.Universal { // Token: 0x0200003D RID: 61 [Token(Token = "0x2000037")] [VolumeComponentMenu("Post-processing/Depth Of Field")] [Serializable] public sealed class DepthOfField : VolumeComponent, IPostProcessComponent { // Token: 0x060000D2 RID: 210 RVA: 0x000028F8 File Offset: 0x00000AF8 [Token(Token = "0x60000CA")] [Address(RVA = "0x19CC580", Offset = "0x19CB380", VA = "0x1819CC580", Slot = "8")] public bool IsActive() { return default(bool); } // Token: 0x060000D3 RID: 211 RVA: 0x00002910 File Offset: 0x00000B10 [Token(Token = "0x60000CB")] [Address(RVA = "0x403930", Offset = "0x402730", VA = "0x180403930", Slot = "9")] public bool IsTileCompatible() { return default(bool); } // Token: 0x060000D4 RID: 212 RVA: 0x00002050 File Offset: 0x00000250 [Token(Token = "0x60000CC")] [Address(RVA = "0x19CC600", Offset = "0x19CB400", VA = "0x1819CC600")] public DepthOfField() { } // Token: 0x0400014E RID: 334 [FieldOffset(Offset = "0x38")] [Token(Token = "0x400012B")] [Tooltip("Use \"Gaussian\" for a faster but non physical depth of field; \"Bokeh\" for a more realistic but slower depth of field.")] public DepthOfFieldModeParameter mode; // Token: 0x0400014F RID: 335 [FieldOffset(Offset = "0x40")] [Token(Token = "0x400012C")] [Tooltip("The distance at which the blurring will start.")] public MinFloatParameter gaussianStart; // Token: 0x04000150 RID: 336 [FieldOffset(Offset = "0x48")] [Token(Token = "0x400012D")] [Tooltip("The distance at which the blurring will reach its maximum radius.")] public MinFloatParameter gaussianEnd; // Token: 0x04000151 RID: 337 [FieldOffset(Offset = "0x50")] [Token(Token = "0x400012E")] [Tooltip("The maximum radius of the gaussian blur. Values above 1 may show under-sampling artifacts.")] public ClampedFloatParameter gaussianMaxRadius; // Token: 0x04000152 RID: 338 [FieldOffset(Offset = "0x58")] [Token(Token = "0x400012F")] [Tooltip("Use higher quality sampling to reduce flickering and improve the overall blur smoothness.")] public BoolParameter highQualitySampling; // Token: 0x04000153 RID: 339 [FieldOffset(Offset = "0x60")] [Token(Token = "0x4000130")] [Tooltip("The distance to the point of focus.")] public MinFloatParameter focusDistance; // Token: 0x04000154 RID: 340 [FieldOffset(Offset = "0x68")] [Token(Token = "0x4000131")] [Tooltip("The ratio of aperture (known as f-stop or f-number). The smaller the value is, the shallower the depth of field is.")] public ClampedFloatParameter aperture; // Token: 0x04000155 RID: 341 [FieldOffset(Offset = "0x70")] [Token(Token = "0x4000132")] [Tooltip("The distance between the lens and the film. The larger the value is, the shallower the depth of field is.")] public ClampedFloatParameter focalLength; // Token: 0x04000156 RID: 342 [FieldOffset(Offset = "0x78")] [Token(Token = "0x4000133")] [Tooltip("The number of aperture blades.")] public ClampedIntParameter bladeCount; // Token: 0x04000157 RID: 343 [FieldOffset(Offset = "0x80")] [Token(Token = "0x4000134")] [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.")] public ClampedFloatParameter bladeCurvature; // Token: 0x04000158 RID: 344 [FieldOffset(Offset = "0x88")] [Token(Token = "0x4000135")] [Tooltip("The rotation of aperture blades in degrees.")] public ClampedFloatParameter bladeRotation; } }