using System; using Cpp2IlInjected; namespace UnityEngine.Rendering.Universal { // Token: 0x02000046 RID: 70 [Token(Token = "0x2000040")] [VolumeComponentMenu("Post-processing/Motion Blur")] [Serializable] public sealed class MotionBlur : VolumeComponent, IPostProcessComponent { // Token: 0x060000E0 RID: 224 RVA: 0x000029B8 File Offset: 0x00000BB8 [Token(Token = "0x60000D8")] [Address(RVA = "0x1F25D60", Offset = "0x1F24B60", VA = "0x181F25D60", Slot = "8")] public bool IsActive() { return default(bool); } // Token: 0x060000E1 RID: 225 RVA: 0x000029D0 File Offset: 0x00000BD0 [Token(Token = "0x60000D9")] [Address(RVA = "0x403930", Offset = "0x402730", VA = "0x180403930", Slot = "9")] public bool IsTileCompatible() { return default(bool); } // Token: 0x060000E2 RID: 226 RVA: 0x00002050 File Offset: 0x00000250 [Token(Token = "0x60000DA")] [Address(RVA = "0x1F25DD0", Offset = "0x1F24BD0", VA = "0x181F25DD0")] public MotionBlur() { } // Token: 0x04000178 RID: 376 [FieldOffset(Offset = "0x38")] [Token(Token = "0x4000155")] [Tooltip("The motion blur technique to use. If you don't need object motion blur, CameraOnly will result in better performance.")] public MotionBlurModeParameter mode; // Token: 0x04000179 RID: 377 [FieldOffset(Offset = "0x40")] [Token(Token = "0x4000156")] [Tooltip("The quality of the effect. Lower presets will result in better performance at the expense of visual quality.")] public MotionBlurQualityParameter quality; // Token: 0x0400017A RID: 378 [FieldOffset(Offset = "0x48")] [Token(Token = "0x4000157")] [Tooltip("The strength of the motion blur filter. Acts as a multiplier for velocities.")] public ClampedFloatParameter intensity; // Token: 0x0400017B RID: 379 [FieldOffset(Offset = "0x50")] [Token(Token = "0x4000158")] [Tooltip("Sets the maximum length, as a fraction of the screen's full resolution, that the velocity resulting from Camera rotation can have. Lower values will improve performance.")] public ClampedFloatParameter clamp; } }