---@meta ---@source Unity.Postprocessing.Runtime.dll ---@class UnityEngine.Rendering.PostProcessing.DisplayNameAttribute: System.Attribute ---@source Unity.Postprocessing.Runtime.dll ---@field displayName string ---@source Unity.Postprocessing.Runtime.dll CS.UnityEngine.Rendering.PostProcessing.DisplayNameAttribute = {} ---@source Unity.Postprocessing.Runtime.dll ---@class UnityEngine.Rendering.PostProcessing.MaxAttribute: System.Attribute ---@source Unity.Postprocessing.Runtime.dll ---@field max float ---@source Unity.Postprocessing.Runtime.dll CS.UnityEngine.Rendering.PostProcessing.MaxAttribute = {} ---@source Unity.Postprocessing.Runtime.dll ---@class UnityEngine.Rendering.PostProcessing.MinAttribute: System.Attribute ---@source Unity.Postprocessing.Runtime.dll ---@field min float ---@source Unity.Postprocessing.Runtime.dll CS.UnityEngine.Rendering.PostProcessing.MinAttribute = {} ---@source Unity.Postprocessing.Runtime.dll ---@class UnityEngine.Rendering.PostProcessing.MinMaxAttribute: System.Attribute ---@source Unity.Postprocessing.Runtime.dll ---@field min float ---@source Unity.Postprocessing.Runtime.dll ---@field max float ---@source Unity.Postprocessing.Runtime.dll CS.UnityEngine.Rendering.PostProcessing.MinMaxAttribute = {} ---@source Unity.Postprocessing.Runtime.dll ---@class UnityEngine.Rendering.PostProcessing.PostProcessAttribute: System.Attribute ---@source Unity.Postprocessing.Runtime.dll ---@field renderer System.Type ---@source Unity.Postprocessing.Runtime.dll ---@field eventType UnityEngine.Rendering.PostProcessing.PostProcessEvent ---@source Unity.Postprocessing.Runtime.dll ---@field menuItem string ---@source Unity.Postprocessing.Runtime.dll ---@field allowInSceneView bool ---@source Unity.Postprocessing.Runtime.dll CS.UnityEngine.Rendering.PostProcessing.PostProcessAttribute = {} ---@source Unity.Postprocessing.Runtime.dll ---@class UnityEngine.Rendering.PostProcessing.TrackballAttribute: System.Attribute ---@source Unity.Postprocessing.Runtime.dll ---@field mode UnityEngine.Rendering.PostProcessing.TrackballAttribute.Mode ---@source Unity.Postprocessing.Runtime.dll CS.UnityEngine.Rendering.PostProcessing.TrackballAttribute = {} ---@source Unity.Postprocessing.Runtime.dll ---@class UnityEngine.Rendering.PostProcessing.Mode: System.Enum ---@source Unity.Postprocessing.Runtime.dll ---@field None UnityEngine.Rendering.PostProcessing.TrackballAttribute.Mode ---@source Unity.Postprocessing.Runtime.dll ---@field Lift UnityEngine.Rendering.PostProcessing.TrackballAttribute.Mode ---@source Unity.Postprocessing.Runtime.dll ---@field Gamma UnityEngine.Rendering.PostProcessing.TrackballAttribute.Mode ---@source Unity.Postprocessing.Runtime.dll ---@field Gain UnityEngine.Rendering.PostProcessing.TrackballAttribute.Mode ---@source Unity.Postprocessing.Runtime.dll CS.UnityEngine.Rendering.PostProcessing.Mode = {} ---@source ---@param value any ---@return UnityEngine.Rendering.PostProcessing.TrackballAttribute.Mode function CS.UnityEngine.Rendering.PostProcessing.Mode:__CastFrom(value) end ---@source Unity.Postprocessing.Runtime.dll ---@class UnityEngine.Rendering.PostProcessing.AmbientOcclusionMode: System.Enum ---@source Unity.Postprocessing.Runtime.dll ---@field ScalableAmbientObscurance UnityEngine.Rendering.PostProcessing.AmbientOcclusionMode ---@source Unity.Postprocessing.Runtime.dll ---@field MultiScaleVolumetricObscurance UnityEngine.Rendering.PostProcessing.AmbientOcclusionMode ---@source Unity.Postprocessing.Runtime.dll CS.UnityEngine.Rendering.PostProcessing.AmbientOcclusionMode = {} ---@source ---@param value any ---@return UnityEngine.Rendering.PostProcessing.AmbientOcclusionMode function CS.UnityEngine.Rendering.PostProcessing.AmbientOcclusionMode:__CastFrom(value) end ---@source Unity.Postprocessing.Runtime.dll ---@class UnityEngine.Rendering.PostProcessing.AmbientOcclusionQuality: System.Enum ---@source Unity.Postprocessing.Runtime.dll ---@field Lowest UnityEngine.Rendering.PostProcessing.AmbientOcclusionQuality ---@source Unity.Postprocessing.Runtime.dll ---@field Low UnityEngine.Rendering.PostProcessing.AmbientOcclusionQuality ---@source Unity.Postprocessing.Runtime.dll ---@field Medium UnityEngine.Rendering.PostProcessing.AmbientOcclusionQuality ---@source Unity.Postprocessing.Runtime.dll ---@field High UnityEngine.Rendering.PostProcessing.AmbientOcclusionQuality ---@source Unity.Postprocessing.Runtime.dll ---@field Ultra UnityEngine.Rendering.PostProcessing.AmbientOcclusionQuality ---@source Unity.Postprocessing.Runtime.dll CS.UnityEngine.Rendering.PostProcessing.AmbientOcclusionQuality = {} ---@source ---@param value any ---@return UnityEngine.Rendering.PostProcessing.AmbientOcclusionQuality function CS.UnityEngine.Rendering.PostProcessing.AmbientOcclusionQuality:__CastFrom(value) end ---@source Unity.Postprocessing.Runtime.dll ---@class UnityEngine.Rendering.PostProcessing.AmbientOcclusionModeParameter: UnityEngine.Rendering.PostProcessing.ParameterOverride ---@source Unity.Postprocessing.Runtime.dll CS.UnityEngine.Rendering.PostProcessing.AmbientOcclusionModeParameter = {} ---@source Unity.Postprocessing.Runtime.dll ---@class UnityEngine.Rendering.PostProcessing.AmbientOcclusionQualityParameter: UnityEngine.Rendering.PostProcessing.ParameterOverride ---@source Unity.Postprocessing.Runtime.dll CS.UnityEngine.Rendering.PostProcessing.AmbientOcclusionQualityParameter = {} ---@source Unity.Postprocessing.Runtime.dll ---@class UnityEngine.Rendering.PostProcessing.AmbientOcclusion: UnityEngine.Rendering.PostProcessing.PostProcessEffectSettings ---@source Unity.Postprocessing.Runtime.dll ---@field mode UnityEngine.Rendering.PostProcessing.AmbientOcclusionModeParameter ---@source Unity.Postprocessing.Runtime.dll ---@field intensity UnityEngine.Rendering.PostProcessing.FloatParameter ---@source Unity.Postprocessing.Runtime.dll ---@field color UnityEngine.Rendering.PostProcessing.ColorParameter ---@source Unity.Postprocessing.Runtime.dll ---@field ambientOnly UnityEngine.Rendering.PostProcessing.BoolParameter ---@source Unity.Postprocessing.Runtime.dll ---@field noiseFilterTolerance UnityEngine.Rendering.PostProcessing.FloatParameter ---@source Unity.Postprocessing.Runtime.dll ---@field blurTolerance UnityEngine.Rendering.PostProcessing.FloatParameter ---@source Unity.Postprocessing.Runtime.dll ---@field upsampleTolerance UnityEngine.Rendering.PostProcessing.FloatParameter ---@source Unity.Postprocessing.Runtime.dll ---@field thicknessModifier UnityEngine.Rendering.PostProcessing.FloatParameter ---@source Unity.Postprocessing.Runtime.dll ---@field directLightingStrength UnityEngine.Rendering.PostProcessing.FloatParameter ---@source Unity.Postprocessing.Runtime.dll ---@field radius UnityEngine.Rendering.PostProcessing.FloatParameter ---@source Unity.Postprocessing.Runtime.dll ---@field quality UnityEngine.Rendering.PostProcessing.AmbientOcclusionQualityParameter ---@source Unity.Postprocessing.Runtime.dll CS.UnityEngine.Rendering.PostProcessing.AmbientOcclusion = {} ---@source Unity.Postprocessing.Runtime.dll ---@param context UnityEngine.Rendering.PostProcessing.PostProcessRenderContext ---@return Boolean function CS.UnityEngine.Rendering.PostProcessing.AmbientOcclusion.IsEnabledAndSupported(context) end ---@source Unity.Postprocessing.Runtime.dll ---@class UnityEngine.Rendering.PostProcessing.EyeAdaptation: System.Enum ---@source Unity.Postprocessing.Runtime.dll ---@field Progressive UnityEngine.Rendering.PostProcessing.EyeAdaptation ---@source Unity.Postprocessing.Runtime.dll ---@field Fixed UnityEngine.Rendering.PostProcessing.EyeAdaptation ---@source Unity.Postprocessing.Runtime.dll CS.UnityEngine.Rendering.PostProcessing.EyeAdaptation = {} ---@source ---@param value any ---@return UnityEngine.Rendering.PostProcessing.EyeAdaptation function CS.UnityEngine.Rendering.PostProcessing.EyeAdaptation:__CastFrom(value) end ---@source Unity.Postprocessing.Runtime.dll ---@class UnityEngine.Rendering.PostProcessing.EyeAdaptationParameter: UnityEngine.Rendering.PostProcessing.ParameterOverride ---@source Unity.Postprocessing.Runtime.dll CS.UnityEngine.Rendering.PostProcessing.EyeAdaptationParameter = {} ---@source Unity.Postprocessing.Runtime.dll ---@class UnityEngine.Rendering.PostProcessing.AutoExposure: UnityEngine.Rendering.PostProcessing.PostProcessEffectSettings ---@source Unity.Postprocessing.Runtime.dll ---@field filtering UnityEngine.Rendering.PostProcessing.Vector2Parameter ---@source Unity.Postprocessing.Runtime.dll ---@field minLuminance UnityEngine.Rendering.PostProcessing.FloatParameter ---@source Unity.Postprocessing.Runtime.dll ---@field maxLuminance UnityEngine.Rendering.PostProcessing.FloatParameter ---@source Unity.Postprocessing.Runtime.dll ---@field keyValue UnityEngine.Rendering.PostProcessing.FloatParameter ---@source Unity.Postprocessing.Runtime.dll ---@field eyeAdaptation UnityEngine.Rendering.PostProcessing.EyeAdaptationParameter ---@source Unity.Postprocessing.Runtime.dll ---@field speedUp UnityEngine.Rendering.PostProcessing.FloatParameter ---@source Unity.Postprocessing.Runtime.dll ---@field speedDown UnityEngine.Rendering.PostProcessing.FloatParameter ---@source Unity.Postprocessing.Runtime.dll CS.UnityEngine.Rendering.PostProcessing.AutoExposure = {} ---@source Unity.Postprocessing.Runtime.dll ---@param context UnityEngine.Rendering.PostProcessing.PostProcessRenderContext ---@return Boolean function CS.UnityEngine.Rendering.PostProcessing.AutoExposure.IsEnabledAndSupported(context) end ---@source Unity.Postprocessing.Runtime.dll ---@class UnityEngine.Rendering.PostProcessing.Bloom: UnityEngine.Rendering.PostProcessing.PostProcessEffectSettings ---@source Unity.Postprocessing.Runtime.dll ---@field intensity UnityEngine.Rendering.PostProcessing.FloatParameter ---@source Unity.Postprocessing.Runtime.dll ---@field threshold UnityEngine.Rendering.PostProcessing.FloatParameter ---@source Unity.Postprocessing.Runtime.dll ---@field softKnee UnityEngine.Rendering.PostProcessing.FloatParameter ---@source Unity.Postprocessing.Runtime.dll ---@field clamp UnityEngine.Rendering.PostProcessing.FloatParameter ---@source Unity.Postprocessing.Runtime.dll ---@field diffusion UnityEngine.Rendering.PostProcessing.FloatParameter ---@source Unity.Postprocessing.Runtime.dll ---@field anamorphicRatio UnityEngine.Rendering.PostProcessing.FloatParameter ---@source Unity.Postprocessing.Runtime.dll ---@field color UnityEngine.Rendering.PostProcessing.ColorParameter ---@source Unity.Postprocessing.Runtime.dll ---@field fastMode UnityEngine.Rendering.PostProcessing.BoolParameter ---@source Unity.Postprocessing.Runtime.dll ---@field dirtTexture UnityEngine.Rendering.PostProcessing.TextureParameter ---@source Unity.Postprocessing.Runtime.dll ---@field dirtIntensity UnityEngine.Rendering.PostProcessing.FloatParameter ---@source Unity.Postprocessing.Runtime.dll CS.UnityEngine.Rendering.PostProcessing.Bloom = {} ---@source Unity.Postprocessing.Runtime.dll ---@param context UnityEngine.Rendering.PostProcessing.PostProcessRenderContext ---@return Boolean function CS.UnityEngine.Rendering.PostProcessing.Bloom.IsEnabledAndSupported(context) end ---@source Unity.Postprocessing.Runtime.dll ---@class UnityEngine.Rendering.PostProcessing.ChromaticAberration: UnityEngine.Rendering.PostProcessing.PostProcessEffectSettings ---@source Unity.Postprocessing.Runtime.dll ---@field spectralLut UnityEngine.Rendering.PostProcessing.TextureParameter ---@source Unity.Postprocessing.Runtime.dll ---@field intensity UnityEngine.Rendering.PostProcessing.FloatParameter ---@source Unity.Postprocessing.Runtime.dll ---@field fastMode UnityEngine.Rendering.PostProcessing.BoolParameter ---@source Unity.Postprocessing.Runtime.dll CS.UnityEngine.Rendering.PostProcessing.ChromaticAberration = {} ---@source Unity.Postprocessing.Runtime.dll ---@param context UnityEngine.Rendering.PostProcessing.PostProcessRenderContext ---@return Boolean function CS.UnityEngine.Rendering.PostProcessing.ChromaticAberration.IsEnabledAndSupported(context) end ---@source Unity.Postprocessing.Runtime.dll ---@class UnityEngine.Rendering.PostProcessing.GradingMode: System.Enum ---@source Unity.Postprocessing.Runtime.dll ---@field LowDefinitionRange UnityEngine.Rendering.PostProcessing.GradingMode ---@source Unity.Postprocessing.Runtime.dll ---@field HighDefinitionRange UnityEngine.Rendering.PostProcessing.GradingMode ---@source Unity.Postprocessing.Runtime.dll ---@field External UnityEngine.Rendering.PostProcessing.GradingMode ---@source Unity.Postprocessing.Runtime.dll CS.UnityEngine.Rendering.PostProcessing.GradingMode = {} ---@source ---@param value any ---@return UnityEngine.Rendering.PostProcessing.GradingMode function CS.UnityEngine.Rendering.PostProcessing.GradingMode:__CastFrom(value) end ---@source Unity.Postprocessing.Runtime.dll ---@class UnityEngine.Rendering.PostProcessing.Tonemapper: System.Enum ---@source Unity.Postprocessing.Runtime.dll ---@field None UnityEngine.Rendering.PostProcessing.Tonemapper ---@source Unity.Postprocessing.Runtime.dll ---@field Neutral UnityEngine.Rendering.PostProcessing.Tonemapper ---@source Unity.Postprocessing.Runtime.dll ---@field ACES UnityEngine.Rendering.PostProcessing.Tonemapper ---@source Unity.Postprocessing.Runtime.dll ---@field Custom UnityEngine.Rendering.PostProcessing.Tonemapper ---@source Unity.Postprocessing.Runtime.dll CS.UnityEngine.Rendering.PostProcessing.Tonemapper = {} ---@source ---@param value any ---@return UnityEngine.Rendering.PostProcessing.Tonemapper function CS.UnityEngine.Rendering.PostProcessing.Tonemapper:__CastFrom(value) end ---@source Unity.Postprocessing.Runtime.dll ---@class UnityEngine.Rendering.PostProcessing.GradingModeParameter: UnityEngine.Rendering.PostProcessing.ParameterOverride ---@source Unity.Postprocessing.Runtime.dll CS.UnityEngine.Rendering.PostProcessing.GradingModeParameter = {} ---@source Unity.Postprocessing.Runtime.dll ---@class UnityEngine.Rendering.PostProcessing.TonemapperParameter: UnityEngine.Rendering.PostProcessing.ParameterOverride ---@source Unity.Postprocessing.Runtime.dll CS.UnityEngine.Rendering.PostProcessing.TonemapperParameter = {} ---@source Unity.Postprocessing.Runtime.dll ---@class UnityEngine.Rendering.PostProcessing.ColorGrading: UnityEngine.Rendering.PostProcessing.PostProcessEffectSettings ---@source Unity.Postprocessing.Runtime.dll ---@field gradingMode UnityEngine.Rendering.PostProcessing.GradingModeParameter ---@source Unity.Postprocessing.Runtime.dll ---@field externalLut UnityEngine.Rendering.PostProcessing.TextureParameter ---@source Unity.Postprocessing.Runtime.dll ---@field tonemapper UnityEngine.Rendering.PostProcessing.TonemapperParameter ---@source Unity.Postprocessing.Runtime.dll ---@field toneCurveToeStrength UnityEngine.Rendering.PostProcessing.FloatParameter ---@source Unity.Postprocessing.Runtime.dll ---@field toneCurveToeLength UnityEngine.Rendering.PostProcessing.FloatParameter ---@source Unity.Postprocessing.Runtime.dll ---@field toneCurveShoulderStrength UnityEngine.Rendering.PostProcessing.FloatParameter ---@source Unity.Postprocessing.Runtime.dll ---@field toneCurveShoulderLength UnityEngine.Rendering.PostProcessing.FloatParameter ---@source Unity.Postprocessing.Runtime.dll ---@field toneCurveShoulderAngle UnityEngine.Rendering.PostProcessing.FloatParameter ---@source Unity.Postprocessing.Runtime.dll ---@field toneCurveGamma UnityEngine.Rendering.PostProcessing.FloatParameter ---@source Unity.Postprocessing.Runtime.dll ---@field ldrLut UnityEngine.Rendering.PostProcessing.TextureParameter ---@source Unity.Postprocessing.Runtime.dll ---@field ldrLutContribution UnityEngine.Rendering.PostProcessing.FloatParameter ---@source Unity.Postprocessing.Runtime.dll ---@field temperature UnityEngine.Rendering.PostProcessing.FloatParameter ---@source Unity.Postprocessing.Runtime.dll ---@field tint UnityEngine.Rendering.PostProcessing.FloatParameter ---@source Unity.Postprocessing.Runtime.dll ---@field colorFilter UnityEngine.Rendering.PostProcessing.ColorParameter ---@source Unity.Postprocessing.Runtime.dll ---@field hueShift UnityEngine.Rendering.PostProcessing.FloatParameter ---@source Unity.Postprocessing.Runtime.dll ---@field saturation UnityEngine.Rendering.PostProcessing.FloatParameter ---@source Unity.Postprocessing.Runtime.dll ---@field brightness UnityEngine.Rendering.PostProcessing.FloatParameter ---@source Unity.Postprocessing.Runtime.dll ---@field postExposure UnityEngine.Rendering.PostProcessing.FloatParameter ---@source Unity.Postprocessing.Runtime.dll ---@field contrast UnityEngine.Rendering.PostProcessing.FloatParameter ---@source Unity.Postprocessing.Runtime.dll ---@field mixerRedOutRedIn UnityEngine.Rendering.PostProcessing.FloatParameter ---@source Unity.Postprocessing.Runtime.dll ---@field mixerRedOutGreenIn UnityEngine.Rendering.PostProcessing.FloatParameter ---@source Unity.Postprocessing.Runtime.dll ---@field mixerRedOutBlueIn UnityEngine.Rendering.PostProcessing.FloatParameter ---@source Unity.Postprocessing.Runtime.dll ---@field mixerGreenOutRedIn UnityEngine.Rendering.PostProcessing.FloatParameter ---@source Unity.Postprocessing.Runtime.dll ---@field mixerGreenOutGreenIn UnityEngine.Rendering.PostProcessing.FloatParameter ---@source Unity.Postprocessing.Runtime.dll ---@field mixerGreenOutBlueIn UnityEngine.Rendering.PostProcessing.FloatParameter ---@source Unity.Postprocessing.Runtime.dll ---@field mixerBlueOutRedIn UnityEngine.Rendering.PostProcessing.FloatParameter ---@source Unity.Postprocessing.Runtime.dll ---@field mixerBlueOutGreenIn UnityEngine.Rendering.PostProcessing.FloatParameter ---@source Unity.Postprocessing.Runtime.dll ---@field mixerBlueOutBlueIn UnityEngine.Rendering.PostProcessing.FloatParameter ---@source Unity.Postprocessing.Runtime.dll ---@field lift UnityEngine.Rendering.PostProcessing.Vector4Parameter ---@source Unity.Postprocessing.Runtime.dll ---@field gamma UnityEngine.Rendering.PostProcessing.Vector4Parameter ---@source Unity.Postprocessing.Runtime.dll ---@field gain UnityEngine.Rendering.PostProcessing.Vector4Parameter ---@source Unity.Postprocessing.Runtime.dll ---@field masterCurve UnityEngine.Rendering.PostProcessing.SplineParameter ---@source Unity.Postprocessing.Runtime.dll ---@field redCurve UnityEngine.Rendering.PostProcessing.SplineParameter ---@source Unity.Postprocessing.Runtime.dll ---@field greenCurve UnityEngine.Rendering.PostProcessing.SplineParameter ---@source Unity.Postprocessing.Runtime.dll ---@field blueCurve UnityEngine.Rendering.PostProcessing.SplineParameter ---@source Unity.Postprocessing.Runtime.dll ---@field hueVsHueCurve UnityEngine.Rendering.PostProcessing.SplineParameter ---@source Unity.Postprocessing.Runtime.dll ---@field hueVsSatCurve UnityEngine.Rendering.PostProcessing.SplineParameter ---@source Unity.Postprocessing.Runtime.dll ---@field satVsSatCurve UnityEngine.Rendering.PostProcessing.SplineParameter ---@source Unity.Postprocessing.Runtime.dll ---@field lumVsSatCurve UnityEngine.Rendering.PostProcessing.SplineParameter ---@source Unity.Postprocessing.Runtime.dll CS.UnityEngine.Rendering.PostProcessing.ColorGrading = {} ---@source Unity.Postprocessing.Runtime.dll ---@param context UnityEngine.Rendering.PostProcessing.PostProcessRenderContext ---@return Boolean function CS.UnityEngine.Rendering.PostProcessing.ColorGrading.IsEnabledAndSupported(context) end ---@source Unity.Postprocessing.Runtime.dll ---@class UnityEngine.Rendering.PostProcessing.KernelSize: System.Enum ---@source Unity.Postprocessing.Runtime.dll ---@field Small UnityEngine.Rendering.PostProcessing.KernelSize ---@source Unity.Postprocessing.Runtime.dll ---@field Medium UnityEngine.Rendering.PostProcessing.KernelSize ---@source Unity.Postprocessing.Runtime.dll ---@field Large UnityEngine.Rendering.PostProcessing.KernelSize ---@source Unity.Postprocessing.Runtime.dll ---@field VeryLarge UnityEngine.Rendering.PostProcessing.KernelSize ---@source Unity.Postprocessing.Runtime.dll CS.UnityEngine.Rendering.PostProcessing.KernelSize = {} ---@source ---@param value any ---@return UnityEngine.Rendering.PostProcessing.KernelSize function CS.UnityEngine.Rendering.PostProcessing.KernelSize:__CastFrom(value) end ---@source Unity.Postprocessing.Runtime.dll ---@class UnityEngine.Rendering.PostProcessing.KernelSizeParameter: UnityEngine.Rendering.PostProcessing.ParameterOverride ---@source Unity.Postprocessing.Runtime.dll CS.UnityEngine.Rendering.PostProcessing.KernelSizeParameter = {} ---@source Unity.Postprocessing.Runtime.dll ---@class UnityEngine.Rendering.PostProcessing.DepthOfField: UnityEngine.Rendering.PostProcessing.PostProcessEffectSettings ---@source Unity.Postprocessing.Runtime.dll ---@field focusDistance UnityEngine.Rendering.PostProcessing.FloatParameter ---@source Unity.Postprocessing.Runtime.dll ---@field aperture UnityEngine.Rendering.PostProcessing.FloatParameter ---@source Unity.Postprocessing.Runtime.dll ---@field focalLength UnityEngine.Rendering.PostProcessing.FloatParameter ---@source Unity.Postprocessing.Runtime.dll ---@field kernelSize UnityEngine.Rendering.PostProcessing.KernelSizeParameter ---@source Unity.Postprocessing.Runtime.dll CS.UnityEngine.Rendering.PostProcessing.DepthOfField = {} ---@source Unity.Postprocessing.Runtime.dll ---@param context UnityEngine.Rendering.PostProcessing.PostProcessRenderContext ---@return Boolean function CS.UnityEngine.Rendering.PostProcessing.DepthOfField.IsEnabledAndSupported(context) end ---@source Unity.Postprocessing.Runtime.dll ---@class UnityEngine.Rendering.PostProcessing.FastApproximateAntialiasing: object ---@source Unity.Postprocessing.Runtime.dll ---@field fastMode bool ---@source Unity.Postprocessing.Runtime.dll ---@field keepAlpha bool ---@source Unity.Postprocessing.Runtime.dll CS.UnityEngine.Rendering.PostProcessing.FastApproximateAntialiasing = {} ---@source Unity.Postprocessing.Runtime.dll ---@class UnityEngine.Rendering.PostProcessing.Fog: object ---@source Unity.Postprocessing.Runtime.dll ---@field enabled bool ---@source Unity.Postprocessing.Runtime.dll ---@field excludeSkybox bool ---@source Unity.Postprocessing.Runtime.dll CS.UnityEngine.Rendering.PostProcessing.Fog = {} ---@source Unity.Postprocessing.Runtime.dll ---@class UnityEngine.Rendering.PostProcessing.Grain: UnityEngine.Rendering.PostProcessing.PostProcessEffectSettings ---@source Unity.Postprocessing.Runtime.dll ---@field colored UnityEngine.Rendering.PostProcessing.BoolParameter ---@source Unity.Postprocessing.Runtime.dll ---@field intensity UnityEngine.Rendering.PostProcessing.FloatParameter ---@source Unity.Postprocessing.Runtime.dll ---@field size UnityEngine.Rendering.PostProcessing.FloatParameter ---@source Unity.Postprocessing.Runtime.dll ---@field lumContrib UnityEngine.Rendering.PostProcessing.FloatParameter ---@source Unity.Postprocessing.Runtime.dll CS.UnityEngine.Rendering.PostProcessing.Grain = {} ---@source Unity.Postprocessing.Runtime.dll ---@param context UnityEngine.Rendering.PostProcessing.PostProcessRenderContext ---@return Boolean function CS.UnityEngine.Rendering.PostProcessing.Grain.IsEnabledAndSupported(context) end ---@source Unity.Postprocessing.Runtime.dll ---@class UnityEngine.Rendering.PostProcessing.LensDistortion: UnityEngine.Rendering.PostProcessing.PostProcessEffectSettings ---@source Unity.Postprocessing.Runtime.dll ---@field intensity UnityEngine.Rendering.PostProcessing.FloatParameter ---@source Unity.Postprocessing.Runtime.dll ---@field intensityX UnityEngine.Rendering.PostProcessing.FloatParameter ---@source Unity.Postprocessing.Runtime.dll ---@field intensityY UnityEngine.Rendering.PostProcessing.FloatParameter ---@source Unity.Postprocessing.Runtime.dll ---@field centerX UnityEngine.Rendering.PostProcessing.FloatParameter ---@source Unity.Postprocessing.Runtime.dll ---@field centerY UnityEngine.Rendering.PostProcessing.FloatParameter ---@source Unity.Postprocessing.Runtime.dll ---@field scale UnityEngine.Rendering.PostProcessing.FloatParameter ---@source Unity.Postprocessing.Runtime.dll CS.UnityEngine.Rendering.PostProcessing.LensDistortion = {} ---@source Unity.Postprocessing.Runtime.dll ---@param context UnityEngine.Rendering.PostProcessing.PostProcessRenderContext ---@return Boolean function CS.UnityEngine.Rendering.PostProcessing.LensDistortion.IsEnabledAndSupported(context) end ---@source Unity.Postprocessing.Runtime.dll ---@class UnityEngine.Rendering.PostProcessing.MotionBlur: UnityEngine.Rendering.PostProcessing.PostProcessEffectSettings ---@source Unity.Postprocessing.Runtime.dll ---@field shutterAngle UnityEngine.Rendering.PostProcessing.FloatParameter ---@source Unity.Postprocessing.Runtime.dll ---@field sampleCount UnityEngine.Rendering.PostProcessing.IntParameter ---@source Unity.Postprocessing.Runtime.dll CS.UnityEngine.Rendering.PostProcessing.MotionBlur = {} ---@source Unity.Postprocessing.Runtime.dll ---@param context UnityEngine.Rendering.PostProcessing.PostProcessRenderContext ---@return Boolean function CS.UnityEngine.Rendering.PostProcessing.MotionBlur.IsEnabledAndSupported(context) end ---@source Unity.Postprocessing.Runtime.dll ---@class UnityEngine.Rendering.PostProcessing.ScreenSpaceReflectionPreset: System.Enum ---@source Unity.Postprocessing.Runtime.dll ---@field Lower UnityEngine.Rendering.PostProcessing.ScreenSpaceReflectionPreset ---@source Unity.Postprocessing.Runtime.dll ---@field Low UnityEngine.Rendering.PostProcessing.ScreenSpaceReflectionPreset ---@source Unity.Postprocessing.Runtime.dll ---@field Medium UnityEngine.Rendering.PostProcessing.ScreenSpaceReflectionPreset ---@source Unity.Postprocessing.Runtime.dll ---@field High UnityEngine.Rendering.PostProcessing.ScreenSpaceReflectionPreset ---@source Unity.Postprocessing.Runtime.dll ---@field Higher UnityEngine.Rendering.PostProcessing.ScreenSpaceReflectionPreset ---@source Unity.Postprocessing.Runtime.dll ---@field Ultra UnityEngine.Rendering.PostProcessing.ScreenSpaceReflectionPreset ---@source Unity.Postprocessing.Runtime.dll ---@field Overkill UnityEngine.Rendering.PostProcessing.ScreenSpaceReflectionPreset ---@source Unity.Postprocessing.Runtime.dll ---@field Custom UnityEngine.Rendering.PostProcessing.ScreenSpaceReflectionPreset ---@source Unity.Postprocessing.Runtime.dll CS.UnityEngine.Rendering.PostProcessing.ScreenSpaceReflectionPreset = {} ---@source ---@param value any ---@return UnityEngine.Rendering.PostProcessing.ScreenSpaceReflectionPreset function CS.UnityEngine.Rendering.PostProcessing.ScreenSpaceReflectionPreset:__CastFrom(value) end ---@source Unity.Postprocessing.Runtime.dll ---@class UnityEngine.Rendering.PostProcessing.ScreenSpaceReflectionResolution: System.Enum ---@source Unity.Postprocessing.Runtime.dll ---@field Downsampled UnityEngine.Rendering.PostProcessing.ScreenSpaceReflectionResolution ---@source Unity.Postprocessing.Runtime.dll ---@field FullSize UnityEngine.Rendering.PostProcessing.ScreenSpaceReflectionResolution ---@source Unity.Postprocessing.Runtime.dll ---@field Supersampled UnityEngine.Rendering.PostProcessing.ScreenSpaceReflectionResolution ---@source Unity.Postprocessing.Runtime.dll CS.UnityEngine.Rendering.PostProcessing.ScreenSpaceReflectionResolution = {} ---@source ---@param value any ---@return UnityEngine.Rendering.PostProcessing.ScreenSpaceReflectionResolution function CS.UnityEngine.Rendering.PostProcessing.ScreenSpaceReflectionResolution:__CastFrom(value) end ---@source Unity.Postprocessing.Runtime.dll ---@class UnityEngine.Rendering.PostProcessing.ScreenSpaceReflectionPresetParameter: UnityEngine.Rendering.PostProcessing.ParameterOverride ---@source Unity.Postprocessing.Runtime.dll CS.UnityEngine.Rendering.PostProcessing.ScreenSpaceReflectionPresetParameter = {} ---@source Unity.Postprocessing.Runtime.dll ---@class UnityEngine.Rendering.PostProcessing.ScreenSpaceReflectionResolutionParameter: UnityEngine.Rendering.PostProcessing.ParameterOverride ---@source Unity.Postprocessing.Runtime.dll CS.UnityEngine.Rendering.PostProcessing.ScreenSpaceReflectionResolutionParameter = {} ---@source Unity.Postprocessing.Runtime.dll ---@class UnityEngine.Rendering.PostProcessing.ScreenSpaceReflections: UnityEngine.Rendering.PostProcessing.PostProcessEffectSettings ---@source Unity.Postprocessing.Runtime.dll ---@field preset UnityEngine.Rendering.PostProcessing.ScreenSpaceReflectionPresetParameter ---@source Unity.Postprocessing.Runtime.dll ---@field maximumIterationCount UnityEngine.Rendering.PostProcessing.IntParameter ---@source Unity.Postprocessing.Runtime.dll ---@field resolution UnityEngine.Rendering.PostProcessing.ScreenSpaceReflectionResolutionParameter ---@source Unity.Postprocessing.Runtime.dll ---@field thickness UnityEngine.Rendering.PostProcessing.FloatParameter ---@source Unity.Postprocessing.Runtime.dll ---@field maximumMarchDistance UnityEngine.Rendering.PostProcessing.FloatParameter ---@source Unity.Postprocessing.Runtime.dll ---@field distanceFade UnityEngine.Rendering.PostProcessing.FloatParameter ---@source Unity.Postprocessing.Runtime.dll ---@field vignette UnityEngine.Rendering.PostProcessing.FloatParameter ---@source Unity.Postprocessing.Runtime.dll CS.UnityEngine.Rendering.PostProcessing.ScreenSpaceReflections = {} ---@source Unity.Postprocessing.Runtime.dll ---@param context UnityEngine.Rendering.PostProcessing.PostProcessRenderContext ---@return Boolean function CS.UnityEngine.Rendering.PostProcessing.ScreenSpaceReflections.IsEnabledAndSupported(context) end ---@source Unity.Postprocessing.Runtime.dll ---@class UnityEngine.Rendering.PostProcessing.SubpixelMorphologicalAntialiasing: object ---@source Unity.Postprocessing.Runtime.dll ---@field quality UnityEngine.Rendering.PostProcessing.SubpixelMorphologicalAntialiasing.Quality ---@source Unity.Postprocessing.Runtime.dll CS.UnityEngine.Rendering.PostProcessing.SubpixelMorphologicalAntialiasing = {} ---@source Unity.Postprocessing.Runtime.dll ---@return Boolean function CS.UnityEngine.Rendering.PostProcessing.SubpixelMorphologicalAntialiasing.IsSupported() end ---@source Unity.Postprocessing.Runtime.dll ---@class UnityEngine.Rendering.PostProcessing.Quality: System.Enum ---@source Unity.Postprocessing.Runtime.dll ---@field Low UnityEngine.Rendering.PostProcessing.SubpixelMorphologicalAntialiasing.Quality ---@source Unity.Postprocessing.Runtime.dll ---@field Medium UnityEngine.Rendering.PostProcessing.SubpixelMorphologicalAntialiasing.Quality ---@source Unity.Postprocessing.Runtime.dll ---@field High UnityEngine.Rendering.PostProcessing.SubpixelMorphologicalAntialiasing.Quality ---@source Unity.Postprocessing.Runtime.dll CS.UnityEngine.Rendering.PostProcessing.Quality = {} ---@source ---@param value any ---@return UnityEngine.Rendering.PostProcessing.SubpixelMorphologicalAntialiasing.Quality function CS.UnityEngine.Rendering.PostProcessing.Quality:__CastFrom(value) end ---@source Unity.Postprocessing.Runtime.dll ---@class UnityEngine.Rendering.PostProcessing.TemporalAntialiasing: object ---@source Unity.Postprocessing.Runtime.dll ---@field jitterSpread float ---@source Unity.Postprocessing.Runtime.dll ---@field sharpness float ---@source Unity.Postprocessing.Runtime.dll ---@field stationaryBlending float ---@source Unity.Postprocessing.Runtime.dll ---@field motionBlending float ---@source Unity.Postprocessing.Runtime.dll ---@field jitteredMatrixFunc System.Func ---@source Unity.Postprocessing.Runtime.dll ---@field jitter UnityEngine.Vector2 ---@source Unity.Postprocessing.Runtime.dll ---@field sampleIndex int ---@source Unity.Postprocessing.Runtime.dll CS.UnityEngine.Rendering.PostProcessing.TemporalAntialiasing = {} ---@source Unity.Postprocessing.Runtime.dll ---@return Boolean function CS.UnityEngine.Rendering.PostProcessing.TemporalAntialiasing.IsSupported() end ---@source Unity.Postprocessing.Runtime.dll ---@param camera UnityEngine.Camera ---@return Matrix4x4 function CS.UnityEngine.Rendering.PostProcessing.TemporalAntialiasing.GetJitteredProjectionMatrix(camera) end ---@source Unity.Postprocessing.Runtime.dll ---@param context UnityEngine.Rendering.PostProcessing.PostProcessRenderContext function CS.UnityEngine.Rendering.PostProcessing.TemporalAntialiasing.ConfigureJitteredProjectionMatrix(context) end ---@source Unity.Postprocessing.Runtime.dll ---@param context UnityEngine.Rendering.PostProcessing.PostProcessRenderContext function CS.UnityEngine.Rendering.PostProcessing.TemporalAntialiasing.ConfigureStereoJitteredProjectionMatrices(context) end ---@source Unity.Postprocessing.Runtime.dll ---@class UnityEngine.Rendering.PostProcessing.VignetteMode: System.Enum ---@source Unity.Postprocessing.Runtime.dll ---@field Classic UnityEngine.Rendering.PostProcessing.VignetteMode ---@source Unity.Postprocessing.Runtime.dll ---@field Masked UnityEngine.Rendering.PostProcessing.VignetteMode ---@source Unity.Postprocessing.Runtime.dll CS.UnityEngine.Rendering.PostProcessing.VignetteMode = {} ---@source ---@param value any ---@return UnityEngine.Rendering.PostProcessing.VignetteMode function CS.UnityEngine.Rendering.PostProcessing.VignetteMode:__CastFrom(value) end ---@source Unity.Postprocessing.Runtime.dll ---@class UnityEngine.Rendering.PostProcessing.VignetteModeParameter: UnityEngine.Rendering.PostProcessing.ParameterOverride ---@source Unity.Postprocessing.Runtime.dll CS.UnityEngine.Rendering.PostProcessing.VignetteModeParameter = {} ---@source Unity.Postprocessing.Runtime.dll ---@class UnityEngine.Rendering.PostProcessing.Vignette: UnityEngine.Rendering.PostProcessing.PostProcessEffectSettings ---@source Unity.Postprocessing.Runtime.dll ---@field mode UnityEngine.Rendering.PostProcessing.VignetteModeParameter ---@source Unity.Postprocessing.Runtime.dll ---@field color UnityEngine.Rendering.PostProcessing.ColorParameter ---@source Unity.Postprocessing.Runtime.dll ---@field center UnityEngine.Rendering.PostProcessing.Vector2Parameter ---@source Unity.Postprocessing.Runtime.dll ---@field intensity UnityEngine.Rendering.PostProcessing.FloatParameter ---@source Unity.Postprocessing.Runtime.dll ---@field smoothness UnityEngine.Rendering.PostProcessing.FloatParameter ---@source Unity.Postprocessing.Runtime.dll ---@field roundness UnityEngine.Rendering.PostProcessing.FloatParameter ---@source Unity.Postprocessing.Runtime.dll ---@field rounded UnityEngine.Rendering.PostProcessing.BoolParameter ---@source Unity.Postprocessing.Runtime.dll ---@field mask UnityEngine.Rendering.PostProcessing.TextureParameter ---@source Unity.Postprocessing.Runtime.dll ---@field opacity UnityEngine.Rendering.PostProcessing.FloatParameter ---@source Unity.Postprocessing.Runtime.dll CS.UnityEngine.Rendering.PostProcessing.Vignette = {} ---@source Unity.Postprocessing.Runtime.dll ---@param context UnityEngine.Rendering.PostProcessing.PostProcessRenderContext ---@return Boolean function CS.UnityEngine.Rendering.PostProcessing.Vignette.IsEnabledAndSupported(context) end ---@source Unity.Postprocessing.Runtime.dll ---@class UnityEngine.Rendering.PostProcessing.HistogramMonitor: UnityEngine.Rendering.PostProcessing.Monitor ---@source Unity.Postprocessing.Runtime.dll ---@field width int ---@source Unity.Postprocessing.Runtime.dll ---@field height int ---@source Unity.Postprocessing.Runtime.dll ---@field channel UnityEngine.Rendering.PostProcessing.HistogramMonitor.Channel ---@source Unity.Postprocessing.Runtime.dll CS.UnityEngine.Rendering.PostProcessing.HistogramMonitor = {} ---@source Unity.Postprocessing.Runtime.dll ---@class UnityEngine.Rendering.PostProcessing.Channel: System.Enum ---@source Unity.Postprocessing.Runtime.dll ---@field Red UnityEngine.Rendering.PostProcessing.HistogramMonitor.Channel ---@source Unity.Postprocessing.Runtime.dll ---@field Green UnityEngine.Rendering.PostProcessing.HistogramMonitor.Channel ---@source Unity.Postprocessing.Runtime.dll ---@field Blue UnityEngine.Rendering.PostProcessing.HistogramMonitor.Channel ---@source Unity.Postprocessing.Runtime.dll ---@field Master UnityEngine.Rendering.PostProcessing.HistogramMonitor.Channel ---@source Unity.Postprocessing.Runtime.dll CS.UnityEngine.Rendering.PostProcessing.Channel = {} ---@source ---@param value any ---@return UnityEngine.Rendering.PostProcessing.HistogramMonitor.Channel function CS.UnityEngine.Rendering.PostProcessing.Channel:__CastFrom(value) end ---@source Unity.Postprocessing.Runtime.dll ---@class UnityEngine.Rendering.PostProcessing.LightMeterMonitor: UnityEngine.Rendering.PostProcessing.Monitor ---@source Unity.Postprocessing.Runtime.dll ---@field width int ---@source Unity.Postprocessing.Runtime.dll ---@field height int ---@source Unity.Postprocessing.Runtime.dll ---@field showCurves bool ---@source Unity.Postprocessing.Runtime.dll CS.UnityEngine.Rendering.PostProcessing.LightMeterMonitor = {} ---@source Unity.Postprocessing.Runtime.dll ---@class UnityEngine.Rendering.PostProcessing.MonitorType: System.Enum ---@source Unity.Postprocessing.Runtime.dll ---@field LightMeter UnityEngine.Rendering.PostProcessing.MonitorType ---@source Unity.Postprocessing.Runtime.dll ---@field Histogram UnityEngine.Rendering.PostProcessing.MonitorType ---@source Unity.Postprocessing.Runtime.dll ---@field Waveform UnityEngine.Rendering.PostProcessing.MonitorType ---@source Unity.Postprocessing.Runtime.dll ---@field Vectorscope UnityEngine.Rendering.PostProcessing.MonitorType ---@source Unity.Postprocessing.Runtime.dll CS.UnityEngine.Rendering.PostProcessing.MonitorType = {} ---@source ---@param value any ---@return UnityEngine.Rendering.PostProcessing.MonitorType function CS.UnityEngine.Rendering.PostProcessing.MonitorType:__CastFrom(value) end ---@source Unity.Postprocessing.Runtime.dll ---@class UnityEngine.Rendering.PostProcessing.Monitor: object ---@source Unity.Postprocessing.Runtime.dll ---@field output UnityEngine.RenderTexture ---@source Unity.Postprocessing.Runtime.dll CS.UnityEngine.Rendering.PostProcessing.Monitor = {} ---@source Unity.Postprocessing.Runtime.dll ---@param context UnityEngine.Rendering.PostProcessing.PostProcessRenderContext ---@return Boolean function CS.UnityEngine.Rendering.PostProcessing.Monitor.IsRequestedAndSupported(context) end ---@source Unity.Postprocessing.Runtime.dll ---@class UnityEngine.Rendering.PostProcessing.VectorscopeMonitor: UnityEngine.Rendering.PostProcessing.Monitor ---@source Unity.Postprocessing.Runtime.dll ---@field size int ---@source Unity.Postprocessing.Runtime.dll ---@field exposure float ---@source Unity.Postprocessing.Runtime.dll CS.UnityEngine.Rendering.PostProcessing.VectorscopeMonitor = {} ---@source Unity.Postprocessing.Runtime.dll ---@class UnityEngine.Rendering.PostProcessing.WaveformMonitor: UnityEngine.Rendering.PostProcessing.Monitor ---@source Unity.Postprocessing.Runtime.dll ---@field exposure float ---@source Unity.Postprocessing.Runtime.dll ---@field height int ---@source Unity.Postprocessing.Runtime.dll CS.UnityEngine.Rendering.PostProcessing.WaveformMonitor = {} ---@source Unity.Postprocessing.Runtime.dll ---@class UnityEngine.Rendering.PostProcessing.ParameterOverride: object ---@source Unity.Postprocessing.Runtime.dll ---@field overrideState bool ---@source Unity.Postprocessing.Runtime.dll CS.UnityEngine.Rendering.PostProcessing.ParameterOverride = {} ---@source Unity.Postprocessing.Runtime.dll ---@return Int32 function CS.UnityEngine.Rendering.PostProcessing.ParameterOverride.GetHash() end ---@source Unity.Postprocessing.Runtime.dll ---@return T function CS.UnityEngine.Rendering.PostProcessing.ParameterOverride.GetValue() end ---@source Unity.Postprocessing.Runtime.dll ---@class UnityEngine.Rendering.PostProcessing.ParameterOverride: UnityEngine.Rendering.PostProcessing.ParameterOverride ---@source Unity.Postprocessing.Runtime.dll ---@field value T ---@source Unity.Postprocessing.Runtime.dll CS.UnityEngine.Rendering.PostProcessing.ParameterOverride = {} ---@source Unity.Postprocessing.Runtime.dll ---@param from T ---@param to T ---@param t float function CS.UnityEngine.Rendering.PostProcessing.ParameterOverride.Interp(from, to, t) end ---@source Unity.Postprocessing.Runtime.dll ---@param x T function CS.UnityEngine.Rendering.PostProcessing.ParameterOverride.Override(x) end ---@source Unity.Postprocessing.Runtime.dll ---@return Int32 function CS.UnityEngine.Rendering.PostProcessing.ParameterOverride.GetHash() end ---@source Unity.Postprocessing.Runtime.dll ---@param prop UnityEngine.Rendering.PostProcessing.ParameterOverride ---@return T function CS.UnityEngine.Rendering.PostProcessing.ParameterOverride:op_Implicit(prop) end ---@source Unity.Postprocessing.Runtime.dll ---@class UnityEngine.Rendering.PostProcessing.FloatParameter: UnityEngine.Rendering.PostProcessing.ParameterOverride ---@source Unity.Postprocessing.Runtime.dll CS.UnityEngine.Rendering.PostProcessing.FloatParameter = {} ---@source Unity.Postprocessing.Runtime.dll ---@param from float ---@param to float ---@param t float function CS.UnityEngine.Rendering.PostProcessing.FloatParameter.Interp(from, to, t) end ---@source Unity.Postprocessing.Runtime.dll ---@class UnityEngine.Rendering.PostProcessing.IntParameter: UnityEngine.Rendering.PostProcessing.ParameterOverride ---@source Unity.Postprocessing.Runtime.dll CS.UnityEngine.Rendering.PostProcessing.IntParameter = {} ---@source Unity.Postprocessing.Runtime.dll ---@param from int ---@param to int ---@param t float function CS.UnityEngine.Rendering.PostProcessing.IntParameter.Interp(from, to, t) end ---@source Unity.Postprocessing.Runtime.dll ---@class UnityEngine.Rendering.PostProcessing.BoolParameter: UnityEngine.Rendering.PostProcessing.ParameterOverride ---@source Unity.Postprocessing.Runtime.dll CS.UnityEngine.Rendering.PostProcessing.BoolParameter = {} ---@source Unity.Postprocessing.Runtime.dll ---@class UnityEngine.Rendering.PostProcessing.ColorParameter: UnityEngine.Rendering.PostProcessing.ParameterOverride ---@source Unity.Postprocessing.Runtime.dll CS.UnityEngine.Rendering.PostProcessing.ColorParameter = {} ---@source Unity.Postprocessing.Runtime.dll ---@param from UnityEngine.Color ---@param to UnityEngine.Color ---@param t float function CS.UnityEngine.Rendering.PostProcessing.ColorParameter.Interp(from, to, t) end ---@source Unity.Postprocessing.Runtime.dll ---@param prop UnityEngine.Rendering.PostProcessing.ColorParameter ---@return Vector4 function CS.UnityEngine.Rendering.PostProcessing.ColorParameter:op_Implicit(prop) end ---@source Unity.Postprocessing.Runtime.dll ---@class UnityEngine.Rendering.PostProcessing.Vector2Parameter: UnityEngine.Rendering.PostProcessing.ParameterOverride ---@source Unity.Postprocessing.Runtime.dll CS.UnityEngine.Rendering.PostProcessing.Vector2Parameter = {} ---@source Unity.Postprocessing.Runtime.dll ---@param from UnityEngine.Vector2 ---@param to UnityEngine.Vector2 ---@param t float function CS.UnityEngine.Rendering.PostProcessing.Vector2Parameter.Interp(from, to, t) end ---@source Unity.Postprocessing.Runtime.dll ---@param prop UnityEngine.Rendering.PostProcessing.Vector2Parameter ---@return Vector3 function CS.UnityEngine.Rendering.PostProcessing.Vector2Parameter:op_Implicit(prop) end ---@source Unity.Postprocessing.Runtime.dll ---@param prop UnityEngine.Rendering.PostProcessing.Vector2Parameter ---@return Vector4 function CS.UnityEngine.Rendering.PostProcessing.Vector2Parameter:op_Implicit(prop) end ---@source Unity.Postprocessing.Runtime.dll ---@class UnityEngine.Rendering.PostProcessing.Vector3Parameter: UnityEngine.Rendering.PostProcessing.ParameterOverride ---@source Unity.Postprocessing.Runtime.dll CS.UnityEngine.Rendering.PostProcessing.Vector3Parameter = {} ---@source Unity.Postprocessing.Runtime.dll ---@param from UnityEngine.Vector3 ---@param to UnityEngine.Vector3 ---@param t float function CS.UnityEngine.Rendering.PostProcessing.Vector3Parameter.Interp(from, to, t) end ---@source Unity.Postprocessing.Runtime.dll ---@param prop UnityEngine.Rendering.PostProcessing.Vector3Parameter ---@return Vector2 function CS.UnityEngine.Rendering.PostProcessing.Vector3Parameter:op_Implicit(prop) end ---@source Unity.Postprocessing.Runtime.dll ---@param prop UnityEngine.Rendering.PostProcessing.Vector3Parameter ---@return Vector4 function CS.UnityEngine.Rendering.PostProcessing.Vector3Parameter:op_Implicit(prop) end ---@source Unity.Postprocessing.Runtime.dll ---@class UnityEngine.Rendering.PostProcessing.Vector4Parameter: UnityEngine.Rendering.PostProcessing.ParameterOverride ---@source Unity.Postprocessing.Runtime.dll CS.UnityEngine.Rendering.PostProcessing.Vector4Parameter = {} ---@source Unity.Postprocessing.Runtime.dll ---@param from UnityEngine.Vector4 ---@param to UnityEngine.Vector4 ---@param t float function CS.UnityEngine.Rendering.PostProcessing.Vector4Parameter.Interp(from, to, t) end ---@source Unity.Postprocessing.Runtime.dll ---@param prop UnityEngine.Rendering.PostProcessing.Vector4Parameter ---@return Vector2 function CS.UnityEngine.Rendering.PostProcessing.Vector4Parameter:op_Implicit(prop) end ---@source Unity.Postprocessing.Runtime.dll ---@param prop UnityEngine.Rendering.PostProcessing.Vector4Parameter ---@return Vector3 function CS.UnityEngine.Rendering.PostProcessing.Vector4Parameter:op_Implicit(prop) end ---@source Unity.Postprocessing.Runtime.dll ---@class UnityEngine.Rendering.PostProcessing.SplineParameter: UnityEngine.Rendering.PostProcessing.ParameterOverride ---@source Unity.Postprocessing.Runtime.dll CS.UnityEngine.Rendering.PostProcessing.SplineParameter = {} ---@source Unity.Postprocessing.Runtime.dll ---@param from UnityEngine.Rendering.PostProcessing.Spline ---@param to UnityEngine.Rendering.PostProcessing.Spline ---@param t float function CS.UnityEngine.Rendering.PostProcessing.SplineParameter.Interp(from, to, t) end ---@source Unity.Postprocessing.Runtime.dll ---@class UnityEngine.Rendering.PostProcessing.TextureParameterDefault: System.Enum ---@source Unity.Postprocessing.Runtime.dll ---@field None UnityEngine.Rendering.PostProcessing.TextureParameterDefault ---@source Unity.Postprocessing.Runtime.dll ---@field Black UnityEngine.Rendering.PostProcessing.TextureParameterDefault ---@source Unity.Postprocessing.Runtime.dll ---@field White UnityEngine.Rendering.PostProcessing.TextureParameterDefault ---@source Unity.Postprocessing.Runtime.dll ---@field Transparent UnityEngine.Rendering.PostProcessing.TextureParameterDefault ---@source Unity.Postprocessing.Runtime.dll ---@field Lut2D UnityEngine.Rendering.PostProcessing.TextureParameterDefault ---@source Unity.Postprocessing.Runtime.dll CS.UnityEngine.Rendering.PostProcessing.TextureParameterDefault = {} ---@source ---@param value any ---@return UnityEngine.Rendering.PostProcessing.TextureParameterDefault function CS.UnityEngine.Rendering.PostProcessing.TextureParameterDefault:__CastFrom(value) end ---@source Unity.Postprocessing.Runtime.dll ---@class UnityEngine.Rendering.PostProcessing.TextureParameter: UnityEngine.Rendering.PostProcessing.ParameterOverride ---@source Unity.Postprocessing.Runtime.dll ---@field defaultState UnityEngine.Rendering.PostProcessing.TextureParameterDefault ---@source Unity.Postprocessing.Runtime.dll CS.UnityEngine.Rendering.PostProcessing.TextureParameter = {} ---@source Unity.Postprocessing.Runtime.dll ---@param from UnityEngine.Texture ---@param to UnityEngine.Texture ---@param t float function CS.UnityEngine.Rendering.PostProcessing.TextureParameter.Interp(from, to, t) end ---@source Unity.Postprocessing.Runtime.dll ---@class UnityEngine.Rendering.PostProcessing.PostProcessBundle: object ---@source Unity.Postprocessing.Runtime.dll ---@field attribute UnityEngine.Rendering.PostProcessing.PostProcessAttribute ---@source Unity.Postprocessing.Runtime.dll ---@field settings UnityEngine.Rendering.PostProcessing.PostProcessEffectSettings ---@source Unity.Postprocessing.Runtime.dll CS.UnityEngine.Rendering.PostProcessing.PostProcessBundle = {} ---@source Unity.Postprocessing.Runtime.dll ---@class UnityEngine.Rendering.PostProcessing.PostProcessDebug: UnityEngine.MonoBehaviour ---@source Unity.Postprocessing.Runtime.dll ---@field postProcessLayer UnityEngine.Rendering.PostProcessing.PostProcessLayer ---@source Unity.Postprocessing.Runtime.dll ---@field lightMeter bool ---@source Unity.Postprocessing.Runtime.dll ---@field histogram bool ---@source Unity.Postprocessing.Runtime.dll ---@field waveform bool ---@source Unity.Postprocessing.Runtime.dll ---@field vectorscope bool ---@source Unity.Postprocessing.Runtime.dll ---@field debugOverlay UnityEngine.Rendering.PostProcessing.DebugOverlay ---@source Unity.Postprocessing.Runtime.dll CS.UnityEngine.Rendering.PostProcessing.PostProcessDebug = {} ---@source Unity.Postprocessing.Runtime.dll ---@class UnityEngine.Rendering.PostProcessing.DebugOverlay: System.Enum ---@source Unity.Postprocessing.Runtime.dll ---@field None UnityEngine.Rendering.PostProcessing.DebugOverlay ---@source Unity.Postprocessing.Runtime.dll ---@field Depth UnityEngine.Rendering.PostProcessing.DebugOverlay ---@source Unity.Postprocessing.Runtime.dll ---@field Normals UnityEngine.Rendering.PostProcessing.DebugOverlay ---@source Unity.Postprocessing.Runtime.dll ---@field MotionVectors UnityEngine.Rendering.PostProcessing.DebugOverlay ---@source Unity.Postprocessing.Runtime.dll ---@field NANTracker UnityEngine.Rendering.PostProcessing.DebugOverlay ---@source Unity.Postprocessing.Runtime.dll ---@field ColorBlindnessSimulation UnityEngine.Rendering.PostProcessing.DebugOverlay ---@source Unity.Postprocessing.Runtime.dll ---@field _ UnityEngine.Rendering.PostProcessing.DebugOverlay ---@source Unity.Postprocessing.Runtime.dll ---@field AmbientOcclusion UnityEngine.Rendering.PostProcessing.DebugOverlay ---@source Unity.Postprocessing.Runtime.dll ---@field BloomBuffer UnityEngine.Rendering.PostProcessing.DebugOverlay ---@source Unity.Postprocessing.Runtime.dll ---@field BloomThreshold UnityEngine.Rendering.PostProcessing.DebugOverlay ---@source Unity.Postprocessing.Runtime.dll ---@field DepthOfField UnityEngine.Rendering.PostProcessing.DebugOverlay ---@source Unity.Postprocessing.Runtime.dll CS.UnityEngine.Rendering.PostProcessing.DebugOverlay = {} ---@source ---@param value any ---@return UnityEngine.Rendering.PostProcessing.DebugOverlay function CS.UnityEngine.Rendering.PostProcessing.DebugOverlay:__CastFrom(value) end ---@source Unity.Postprocessing.Runtime.dll ---@class UnityEngine.Rendering.PostProcessing.ColorBlindnessType: System.Enum ---@source Unity.Postprocessing.Runtime.dll ---@field Deuteranopia UnityEngine.Rendering.PostProcessing.ColorBlindnessType ---@source Unity.Postprocessing.Runtime.dll ---@field Protanopia UnityEngine.Rendering.PostProcessing.ColorBlindnessType ---@source Unity.Postprocessing.Runtime.dll ---@field Tritanopia UnityEngine.Rendering.PostProcessing.ColorBlindnessType ---@source Unity.Postprocessing.Runtime.dll CS.UnityEngine.Rendering.PostProcessing.ColorBlindnessType = {} ---@source ---@param value any ---@return UnityEngine.Rendering.PostProcessing.ColorBlindnessType function CS.UnityEngine.Rendering.PostProcessing.ColorBlindnessType:__CastFrom(value) end ---@source Unity.Postprocessing.Runtime.dll ---@class UnityEngine.Rendering.PostProcessing.PostProcessDebugLayer: object ---@source Unity.Postprocessing.Runtime.dll ---@field lightMeter UnityEngine.Rendering.PostProcessing.LightMeterMonitor ---@source Unity.Postprocessing.Runtime.dll ---@field histogram UnityEngine.Rendering.PostProcessing.HistogramMonitor ---@source Unity.Postprocessing.Runtime.dll ---@field waveform UnityEngine.Rendering.PostProcessing.WaveformMonitor ---@source Unity.Postprocessing.Runtime.dll ---@field vectorscope UnityEngine.Rendering.PostProcessing.VectorscopeMonitor ---@source Unity.Postprocessing.Runtime.dll ---@field overlaySettings UnityEngine.Rendering.PostProcessing.PostProcessDebugLayer.OverlaySettings ---@source Unity.Postprocessing.Runtime.dll ---@field debugOverlayTarget UnityEngine.RenderTexture ---@source Unity.Postprocessing.Runtime.dll ---@field debugOverlayActive bool ---@source Unity.Postprocessing.Runtime.dll ---@field debugOverlay UnityEngine.Rendering.PostProcessing.DebugOverlay ---@source Unity.Postprocessing.Runtime.dll CS.UnityEngine.Rendering.PostProcessing.PostProcessDebugLayer = {} ---@source Unity.Postprocessing.Runtime.dll ---@param monitor UnityEngine.Rendering.PostProcessing.MonitorType function CS.UnityEngine.Rendering.PostProcessing.PostProcessDebugLayer.RequestMonitorPass(monitor) end ---@source Unity.Postprocessing.Runtime.dll ---@param mode UnityEngine.Rendering.PostProcessing.DebugOverlay function CS.UnityEngine.Rendering.PostProcessing.PostProcessDebugLayer.RequestDebugOverlay(mode) end ---@source Unity.Postprocessing.Runtime.dll ---@param cmd UnityEngine.Rendering.CommandBuffer ---@param source UnityEngine.Rendering.RenderTargetIdentifier ---@param sheet UnityEngine.Rendering.PostProcessing.PropertySheet ---@param pass int function CS.UnityEngine.Rendering.PostProcessing.PostProcessDebugLayer.PushDebugOverlay(cmd, source, sheet, pass) end ---@source Unity.Postprocessing.Runtime.dll ---@class UnityEngine.Rendering.PostProcessing.OverlaySettings: object ---@source Unity.Postprocessing.Runtime.dll ---@field linearDepth bool ---@source Unity.Postprocessing.Runtime.dll ---@field motionColorIntensity float ---@source Unity.Postprocessing.Runtime.dll ---@field motionGridSize int ---@source Unity.Postprocessing.Runtime.dll ---@field colorBlindnessType UnityEngine.Rendering.PostProcessing.ColorBlindnessType ---@source Unity.Postprocessing.Runtime.dll ---@field colorBlindnessStrength float ---@source Unity.Postprocessing.Runtime.dll CS.UnityEngine.Rendering.PostProcessing.OverlaySettings = {} ---@source Unity.Postprocessing.Runtime.dll ---@class UnityEngine.Rendering.PostProcessing.PostProcessEffectRenderer: object ---@source Unity.Postprocessing.Runtime.dll CS.UnityEngine.Rendering.PostProcessing.PostProcessEffectRenderer = {} ---@source Unity.Postprocessing.Runtime.dll function CS.UnityEngine.Rendering.PostProcessing.PostProcessEffectRenderer.Init() end ---@source Unity.Postprocessing.Runtime.dll ---@return DepthTextureMode function CS.UnityEngine.Rendering.PostProcessing.PostProcessEffectRenderer.GetCameraFlags() end ---@source Unity.Postprocessing.Runtime.dll function CS.UnityEngine.Rendering.PostProcessing.PostProcessEffectRenderer.ResetHistory() end ---@source Unity.Postprocessing.Runtime.dll function CS.UnityEngine.Rendering.PostProcessing.PostProcessEffectRenderer.Release() end ---@source Unity.Postprocessing.Runtime.dll ---@param context UnityEngine.Rendering.PostProcessing.PostProcessRenderContext function CS.UnityEngine.Rendering.PostProcessing.PostProcessEffectRenderer.Render(context) end ---@source Unity.Postprocessing.Runtime.dll ---@class UnityEngine.Rendering.PostProcessing.PostProcessEffectRenderer: UnityEngine.Rendering.PostProcessing.PostProcessEffectRenderer ---@source Unity.Postprocessing.Runtime.dll ---@field settings T ---@source Unity.Postprocessing.Runtime.dll CS.UnityEngine.Rendering.PostProcessing.PostProcessEffectRenderer = {} ---@source Unity.Postprocessing.Runtime.dll ---@class UnityEngine.Rendering.PostProcessing.PostProcessEffectSettings: UnityEngine.ScriptableObject ---@source Unity.Postprocessing.Runtime.dll ---@field active bool ---@source Unity.Postprocessing.Runtime.dll ---@field enabled UnityEngine.Rendering.PostProcessing.BoolParameter ---@source Unity.Postprocessing.Runtime.dll CS.UnityEngine.Rendering.PostProcessing.PostProcessEffectSettings = {} ---@source Unity.Postprocessing.Runtime.dll ---@param state bool ---@param excludeEnabled bool function CS.UnityEngine.Rendering.PostProcessing.PostProcessEffectSettings.SetAllOverridesTo(state, excludeEnabled) end ---@source Unity.Postprocessing.Runtime.dll ---@param context UnityEngine.Rendering.PostProcessing.PostProcessRenderContext ---@return Boolean function CS.UnityEngine.Rendering.PostProcessing.PostProcessEffectSettings.IsEnabledAndSupported(context) end ---@source Unity.Postprocessing.Runtime.dll ---@return Int32 function CS.UnityEngine.Rendering.PostProcessing.PostProcessEffectSettings.GetHash() end ---@source Unity.Postprocessing.Runtime.dll ---@class UnityEngine.Rendering.PostProcessing.PostProcessEvent: System.Enum ---@source Unity.Postprocessing.Runtime.dll ---@field BeforeTransparent UnityEngine.Rendering.PostProcessing.PostProcessEvent ---@source Unity.Postprocessing.Runtime.dll ---@field BeforeStack UnityEngine.Rendering.PostProcessing.PostProcessEvent ---@source Unity.Postprocessing.Runtime.dll ---@field AfterStack UnityEngine.Rendering.PostProcessing.PostProcessEvent ---@source Unity.Postprocessing.Runtime.dll CS.UnityEngine.Rendering.PostProcessing.PostProcessEvent = {} ---@source ---@param value any ---@return UnityEngine.Rendering.PostProcessing.PostProcessEvent function CS.UnityEngine.Rendering.PostProcessing.PostProcessEvent:__CastFrom(value) end ---@source Unity.Postprocessing.Runtime.dll ---@class UnityEngine.Rendering.PostProcessing.PostProcessLayer: UnityEngine.MonoBehaviour ---@source Unity.Postprocessing.Runtime.dll ---@field volumeTrigger UnityEngine.Transform ---@source Unity.Postprocessing.Runtime.dll ---@field volumeLayer UnityEngine.LayerMask ---@source Unity.Postprocessing.Runtime.dll ---@field stopNaNPropagation bool ---@source Unity.Postprocessing.Runtime.dll ---@field finalBlitToCameraTarget bool ---@source Unity.Postprocessing.Runtime.dll ---@field antialiasingMode UnityEngine.Rendering.PostProcessing.PostProcessLayer.Antialiasing ---@source Unity.Postprocessing.Runtime.dll ---@field temporalAntialiasing UnityEngine.Rendering.PostProcessing.TemporalAntialiasing ---@source Unity.Postprocessing.Runtime.dll ---@field subpixelMorphologicalAntialiasing UnityEngine.Rendering.PostProcessing.SubpixelMorphologicalAntialiasing ---@source Unity.Postprocessing.Runtime.dll ---@field fastApproximateAntialiasing UnityEngine.Rendering.PostProcessing.FastApproximateAntialiasing ---@source Unity.Postprocessing.Runtime.dll ---@field fog UnityEngine.Rendering.PostProcessing.Fog ---@source Unity.Postprocessing.Runtime.dll ---@field debugLayer UnityEngine.Rendering.PostProcessing.PostProcessDebugLayer ---@source Unity.Postprocessing.Runtime.dll ---@field breakBeforeColorGrading bool ---@source Unity.Postprocessing.Runtime.dll ---@field sortedBundles System.Collections.Generic.Dictionary> ---@source Unity.Postprocessing.Runtime.dll ---@field cameraDepthFlags UnityEngine.DepthTextureMode ---@source Unity.Postprocessing.Runtime.dll ---@field haveBundlesBeenInited bool ---@source Unity.Postprocessing.Runtime.dll CS.UnityEngine.Rendering.PostProcessing.PostProcessLayer = {} ---@source Unity.Postprocessing.Runtime.dll ---@param resources UnityEngine.Rendering.PostProcessing.PostProcessResources function CS.UnityEngine.Rendering.PostProcessing.PostProcessLayer.Init(resources) end ---@source Unity.Postprocessing.Runtime.dll function CS.UnityEngine.Rendering.PostProcessing.PostProcessLayer.InitBundles() end ---@source Unity.Postprocessing.Runtime.dll ---@return PostProcessBundle function CS.UnityEngine.Rendering.PostProcessing.PostProcessLayer.GetBundle() end ---@source Unity.Postprocessing.Runtime.dll ---@param settingsType System.Type ---@return PostProcessBundle function CS.UnityEngine.Rendering.PostProcessing.PostProcessLayer.GetBundle(settingsType) end ---@source Unity.Postprocessing.Runtime.dll ---@return T function CS.UnityEngine.Rendering.PostProcessing.PostProcessLayer.GetSettings() end ---@source Unity.Postprocessing.Runtime.dll ---@param cmd UnityEngine.Rendering.CommandBuffer ---@param camera UnityEngine.Camera ---@param destination UnityEngine.Rendering.RenderTargetIdentifier ---@param depthMap UnityEngine.Rendering.RenderTargetIdentifier? ---@param invert bool ---@param isMSAA bool function CS.UnityEngine.Rendering.PostProcessing.PostProcessLayer.BakeMSVOMap(cmd, camera, destination, depthMap, invert, isMSAA) end ---@source Unity.Postprocessing.Runtime.dll function CS.UnityEngine.Rendering.PostProcessing.PostProcessLayer.ResetHistory() end ---@source Unity.Postprocessing.Runtime.dll ---@param context UnityEngine.Rendering.PostProcessing.PostProcessRenderContext ---@return Boolean function CS.UnityEngine.Rendering.PostProcessing.PostProcessLayer.HasOpaqueOnlyEffects(context) end ---@source Unity.Postprocessing.Runtime.dll ---@param evt UnityEngine.Rendering.PostProcessing.PostProcessEvent ---@param context UnityEngine.Rendering.PostProcessing.PostProcessRenderContext ---@return Boolean function CS.UnityEngine.Rendering.PostProcessing.PostProcessLayer.HasActiveEffects(evt, context) end ---@source Unity.Postprocessing.Runtime.dll ---@param cam UnityEngine.Camera ---@param cmd UnityEngine.Rendering.CommandBuffer function CS.UnityEngine.Rendering.PostProcessing.PostProcessLayer.UpdateVolumeSystem(cam, cmd) end ---@source Unity.Postprocessing.Runtime.dll ---@param context UnityEngine.Rendering.PostProcessing.PostProcessRenderContext function CS.UnityEngine.Rendering.PostProcessing.PostProcessLayer.RenderOpaqueOnly(context) end ---@source Unity.Postprocessing.Runtime.dll ---@param context UnityEngine.Rendering.PostProcessing.PostProcessRenderContext function CS.UnityEngine.Rendering.PostProcessing.PostProcessLayer.Render(context) end ---@source Unity.Postprocessing.Runtime.dll ---@class UnityEngine.Rendering.PostProcessing.Antialiasing: System.Enum ---@source Unity.Postprocessing.Runtime.dll ---@field None UnityEngine.Rendering.PostProcessing.PostProcessLayer.Antialiasing ---@source Unity.Postprocessing.Runtime.dll ---@field FastApproximateAntialiasing UnityEngine.Rendering.PostProcessing.PostProcessLayer.Antialiasing ---@source Unity.Postprocessing.Runtime.dll ---@field SubpixelMorphologicalAntialiasing UnityEngine.Rendering.PostProcessing.PostProcessLayer.Antialiasing ---@source Unity.Postprocessing.Runtime.dll ---@field TemporalAntialiasing UnityEngine.Rendering.PostProcessing.PostProcessLayer.Antialiasing ---@source Unity.Postprocessing.Runtime.dll CS.UnityEngine.Rendering.PostProcessing.Antialiasing = {} ---@source ---@param value any ---@return UnityEngine.Rendering.PostProcessing.PostProcessLayer.Antialiasing function CS.UnityEngine.Rendering.PostProcessing.Antialiasing:__CastFrom(value) end ---@source Unity.Postprocessing.Runtime.dll ---@class UnityEngine.Rendering.PostProcessing.SerializedBundleRef: object ---@source Unity.Postprocessing.Runtime.dll ---@field assemblyQualifiedName string ---@source Unity.Postprocessing.Runtime.dll ---@field bundle UnityEngine.Rendering.PostProcessing.PostProcessBundle ---@source Unity.Postprocessing.Runtime.dll CS.UnityEngine.Rendering.PostProcessing.SerializedBundleRef = {} ---@source Unity.Postprocessing.Runtime.dll ---@class UnityEngine.Rendering.PostProcessing.PostProcessManager: object ---@source Unity.Postprocessing.Runtime.dll ---@field settingsTypes System.Collections.Generic.Dictionary ---@source Unity.Postprocessing.Runtime.dll ---@field instance UnityEngine.Rendering.PostProcessing.PostProcessManager ---@source Unity.Postprocessing.Runtime.dll CS.UnityEngine.Rendering.PostProcessing.PostProcessManager = {} ---@source Unity.Postprocessing.Runtime.dll ---@param layer UnityEngine.Rendering.PostProcessing.PostProcessLayer ---@param results System.Collections.Generic.List ---@param skipDisabled bool ---@param skipZeroWeight bool function CS.UnityEngine.Rendering.PostProcessing.PostProcessManager.GetActiveVolumes(layer, results, skipDisabled, skipZeroWeight) end ---@source Unity.Postprocessing.Runtime.dll ---@param layer UnityEngine.Rendering.PostProcessing.PostProcessLayer ---@return PostProcessVolume function CS.UnityEngine.Rendering.PostProcessing.PostProcessManager.GetHighestPriorityVolume(layer) end ---@source Unity.Postprocessing.Runtime.dll ---@param mask UnityEngine.LayerMask ---@return PostProcessVolume function CS.UnityEngine.Rendering.PostProcessing.PostProcessManager.GetHighestPriorityVolume(mask) end ---@source Unity.Postprocessing.Runtime.dll ---@param layer int ---@param priority float ---@param settings UnityEngine.Rendering.PostProcessing.PostProcessEffectSettings[] ---@return PostProcessVolume function CS.UnityEngine.Rendering.PostProcessing.PostProcessManager.QuickVolume(layer, priority, settings) end ---@source Unity.Postprocessing.Runtime.dll ---@class UnityEngine.Rendering.PostProcessing.PostProcessProfile: UnityEngine.ScriptableObject ---@source Unity.Postprocessing.Runtime.dll ---@field settings System.Collections.Generic.List ---@source Unity.Postprocessing.Runtime.dll ---@field isDirty bool ---@source Unity.Postprocessing.Runtime.dll CS.UnityEngine.Rendering.PostProcessing.PostProcessProfile = {} ---@source Unity.Postprocessing.Runtime.dll ---@return T function CS.UnityEngine.Rendering.PostProcessing.PostProcessProfile.AddSettings() end ---@source Unity.Postprocessing.Runtime.dll ---@param type System.Type ---@return PostProcessEffectSettings function CS.UnityEngine.Rendering.PostProcessing.PostProcessProfile.AddSettings(type) end ---@source Unity.Postprocessing.Runtime.dll ---@param effect UnityEngine.Rendering.PostProcessing.PostProcessEffectSettings ---@return PostProcessEffectSettings function CS.UnityEngine.Rendering.PostProcessing.PostProcessProfile.AddSettings(effect) end ---@source Unity.Postprocessing.Runtime.dll function CS.UnityEngine.Rendering.PostProcessing.PostProcessProfile.RemoveSettings() end ---@source Unity.Postprocessing.Runtime.dll ---@param type System.Type function CS.UnityEngine.Rendering.PostProcessing.PostProcessProfile.RemoveSettings(type) end ---@source Unity.Postprocessing.Runtime.dll ---@return Boolean function CS.UnityEngine.Rendering.PostProcessing.PostProcessProfile.HasSettings() end ---@source Unity.Postprocessing.Runtime.dll ---@param type System.Type ---@return Boolean function CS.UnityEngine.Rendering.PostProcessing.PostProcessProfile.HasSettings(type) end ---@source Unity.Postprocessing.Runtime.dll ---@return T function CS.UnityEngine.Rendering.PostProcessing.PostProcessProfile.GetSetting() end ---@source Unity.Postprocessing.Runtime.dll ---@param outSetting T ---@return Boolean function CS.UnityEngine.Rendering.PostProcessing.PostProcessProfile.TryGetSettings(outSetting) end ---@source Unity.Postprocessing.Runtime.dll ---@class UnityEngine.Rendering.PostProcessing.PostProcessRenderContext: object ---@source Unity.Postprocessing.Runtime.dll ---@field camera UnityEngine.Camera ---@source Unity.Postprocessing.Runtime.dll ---@field command UnityEngine.Rendering.CommandBuffer ---@source Unity.Postprocessing.Runtime.dll ---@field source UnityEngine.Rendering.RenderTargetIdentifier ---@source Unity.Postprocessing.Runtime.dll ---@field destination UnityEngine.Rendering.RenderTargetIdentifier ---@source Unity.Postprocessing.Runtime.dll ---@field sourceFormat UnityEngine.RenderTextureFormat ---@source Unity.Postprocessing.Runtime.dll ---@field flip bool ---@source Unity.Postprocessing.Runtime.dll ---@field resources UnityEngine.Rendering.PostProcessing.PostProcessResources ---@source Unity.Postprocessing.Runtime.dll ---@field propertySheets UnityEngine.Rendering.PostProcessing.PropertySheetFactory ---@source Unity.Postprocessing.Runtime.dll ---@field userData System.Collections.Generic.Dictionary ---@source Unity.Postprocessing.Runtime.dll ---@field debugLayer UnityEngine.Rendering.PostProcessing.PostProcessDebugLayer ---@source Unity.Postprocessing.Runtime.dll ---@field width int ---@source Unity.Postprocessing.Runtime.dll ---@field height int ---@source Unity.Postprocessing.Runtime.dll ---@field stereoActive bool ---@source Unity.Postprocessing.Runtime.dll ---@field xrActiveEye int ---@source Unity.Postprocessing.Runtime.dll ---@field numberOfEyes int ---@source Unity.Postprocessing.Runtime.dll ---@field stereoRenderingMode UnityEngine.Rendering.PostProcessing.PostProcessRenderContext.StereoRenderingMode ---@source Unity.Postprocessing.Runtime.dll ---@field screenWidth int ---@source Unity.Postprocessing.Runtime.dll ---@field screenHeight int ---@source Unity.Postprocessing.Runtime.dll ---@field isSceneView bool ---@source Unity.Postprocessing.Runtime.dll ---@field antialiasing UnityEngine.Rendering.PostProcessing.PostProcessLayer.Antialiasing ---@source Unity.Postprocessing.Runtime.dll ---@field temporalAntialiasing UnityEngine.Rendering.PostProcessing.TemporalAntialiasing ---@source Unity.Postprocessing.Runtime.dll CS.UnityEngine.Rendering.PostProcessing.PostProcessRenderContext = {} ---@source Unity.Postprocessing.Runtime.dll function CS.UnityEngine.Rendering.PostProcessing.PostProcessRenderContext.Reset() end ---@source Unity.Postprocessing.Runtime.dll ---@return Boolean function CS.UnityEngine.Rendering.PostProcessing.PostProcessRenderContext.IsTemporalAntialiasingActive() end ---@source Unity.Postprocessing.Runtime.dll ---@param overlay UnityEngine.Rendering.PostProcessing.DebugOverlay ---@return Boolean function CS.UnityEngine.Rendering.PostProcessing.PostProcessRenderContext.IsDebugOverlayEnabled(overlay) end ---@source Unity.Postprocessing.Runtime.dll ---@param cmd UnityEngine.Rendering.CommandBuffer ---@param source UnityEngine.Rendering.RenderTargetIdentifier ---@param sheet UnityEngine.Rendering.PostProcessing.PropertySheet ---@param pass int function CS.UnityEngine.Rendering.PostProcessing.PostProcessRenderContext.PushDebugOverlay(cmd, source, sheet, pass) end ---@source Unity.Postprocessing.Runtime.dll ---@param cmd UnityEngine.Rendering.CommandBuffer ---@param nameID int ---@param depthBufferBits int ---@param colorFormat UnityEngine.RenderTextureFormat ---@param readWrite UnityEngine.RenderTextureReadWrite ---@param filter UnityEngine.FilterMode ---@param widthOverride int ---@param heightOverride int function CS.UnityEngine.Rendering.PostProcessing.PostProcessRenderContext.GetScreenSpaceTemporaryRT(cmd, nameID, depthBufferBits, colorFormat, readWrite, filter, widthOverride, heightOverride) end ---@source Unity.Postprocessing.Runtime.dll ---@param depthBufferBits int ---@param colorFormat UnityEngine.RenderTextureFormat ---@param readWrite UnityEngine.RenderTextureReadWrite ---@param widthOverride int ---@param heightOverride int ---@return RenderTexture function CS.UnityEngine.Rendering.PostProcessing.PostProcessRenderContext.GetScreenSpaceTemporaryRT(depthBufferBits, colorFormat, readWrite, widthOverride, heightOverride) end ---@source Unity.Postprocessing.Runtime.dll ---@param isTAAEnabled bool ---@param isAOEnabled bool ---@param isSSREnabled bool function CS.UnityEngine.Rendering.PostProcessing.PostProcessRenderContext.UpdateSinglePassStereoState(isTAAEnabled, isAOEnabled, isSSREnabled) end ---@source Unity.Postprocessing.Runtime.dll ---@class UnityEngine.Rendering.PostProcessing.StereoRenderingMode: System.Enum ---@source Unity.Postprocessing.Runtime.dll ---@field MultiPass UnityEngine.Rendering.PostProcessing.PostProcessRenderContext.StereoRenderingMode ---@source Unity.Postprocessing.Runtime.dll ---@field SinglePass UnityEngine.Rendering.PostProcessing.PostProcessRenderContext.StereoRenderingMode ---@source Unity.Postprocessing.Runtime.dll ---@field SinglePassInstanced UnityEngine.Rendering.PostProcessing.PostProcessRenderContext.StereoRenderingMode ---@source Unity.Postprocessing.Runtime.dll ---@field SinglePassMultiview UnityEngine.Rendering.PostProcessing.PostProcessRenderContext.StereoRenderingMode ---@source Unity.Postprocessing.Runtime.dll CS.UnityEngine.Rendering.PostProcessing.StereoRenderingMode = {} ---@source ---@param value any ---@return UnityEngine.Rendering.PostProcessing.PostProcessRenderContext.StereoRenderingMode function CS.UnityEngine.Rendering.PostProcessing.StereoRenderingMode:__CastFrom(value) end ---@source Unity.Postprocessing.Runtime.dll ---@class UnityEngine.Rendering.PostProcessing.PostProcessResources: UnityEngine.ScriptableObject ---@source Unity.Postprocessing.Runtime.dll ---@field blueNoise64 UnityEngine.Texture2D[] ---@source Unity.Postprocessing.Runtime.dll ---@field blueNoise256 UnityEngine.Texture2D[] ---@source Unity.Postprocessing.Runtime.dll ---@field smaaLuts UnityEngine.Rendering.PostProcessing.PostProcessResources.SMAALuts ---@source Unity.Postprocessing.Runtime.dll ---@field shaders UnityEngine.Rendering.PostProcessing.PostProcessResources.Shaders ---@source Unity.Postprocessing.Runtime.dll ---@field computeShaders UnityEngine.Rendering.PostProcessing.PostProcessResources.ComputeShaders ---@source Unity.Postprocessing.Runtime.dll ---@field changeHandler UnityEngine.Rendering.PostProcessing.PostProcessResources.ChangeHandler ---@source Unity.Postprocessing.Runtime.dll CS.UnityEngine.Rendering.PostProcessing.PostProcessResources = {} ---@source Unity.Postprocessing.Runtime.dll ---@class UnityEngine.Rendering.PostProcessing.Shaders: object ---@source Unity.Postprocessing.Runtime.dll ---@field bloom UnityEngine.Shader ---@source Unity.Postprocessing.Runtime.dll ---@field copy UnityEngine.Shader ---@source Unity.Postprocessing.Runtime.dll ---@field copyStd UnityEngine.Shader ---@source Unity.Postprocessing.Runtime.dll ---@field copyStdFromTexArray UnityEngine.Shader ---@source Unity.Postprocessing.Runtime.dll ---@field copyStdFromDoubleWide UnityEngine.Shader ---@source Unity.Postprocessing.Runtime.dll ---@field discardAlpha UnityEngine.Shader ---@source Unity.Postprocessing.Runtime.dll ---@field depthOfField UnityEngine.Shader ---@source Unity.Postprocessing.Runtime.dll ---@field finalPass UnityEngine.Shader ---@source Unity.Postprocessing.Runtime.dll ---@field grainBaker UnityEngine.Shader ---@source Unity.Postprocessing.Runtime.dll ---@field motionBlur UnityEngine.Shader ---@source Unity.Postprocessing.Runtime.dll ---@field temporalAntialiasing UnityEngine.Shader ---@source Unity.Postprocessing.Runtime.dll ---@field subpixelMorphologicalAntialiasing UnityEngine.Shader ---@source Unity.Postprocessing.Runtime.dll ---@field texture2dLerp UnityEngine.Shader ---@source Unity.Postprocessing.Runtime.dll ---@field uber UnityEngine.Shader ---@source Unity.Postprocessing.Runtime.dll ---@field lut2DBaker UnityEngine.Shader ---@source Unity.Postprocessing.Runtime.dll ---@field lightMeter UnityEngine.Shader ---@source Unity.Postprocessing.Runtime.dll ---@field gammaHistogram UnityEngine.Shader ---@source Unity.Postprocessing.Runtime.dll ---@field waveform UnityEngine.Shader ---@source Unity.Postprocessing.Runtime.dll ---@field vectorscope UnityEngine.Shader ---@source Unity.Postprocessing.Runtime.dll ---@field debugOverlays UnityEngine.Shader ---@source Unity.Postprocessing.Runtime.dll ---@field deferredFog UnityEngine.Shader ---@source Unity.Postprocessing.Runtime.dll ---@field scalableAO UnityEngine.Shader ---@source Unity.Postprocessing.Runtime.dll ---@field multiScaleAO UnityEngine.Shader ---@source Unity.Postprocessing.Runtime.dll ---@field screenSpaceReflections UnityEngine.Shader ---@source Unity.Postprocessing.Runtime.dll CS.UnityEngine.Rendering.PostProcessing.Shaders = {} ---@source Unity.Postprocessing.Runtime.dll ---@return Shaders function CS.UnityEngine.Rendering.PostProcessing.Shaders.Clone() end ---@source Unity.Postprocessing.Runtime.dll ---@class UnityEngine.Rendering.PostProcessing.ComputeShaders: object ---@source Unity.Postprocessing.Runtime.dll ---@field autoExposure UnityEngine.ComputeShader ---@source Unity.Postprocessing.Runtime.dll ---@field exposureHistogram UnityEngine.ComputeShader ---@source Unity.Postprocessing.Runtime.dll ---@field lut3DBaker UnityEngine.ComputeShader ---@source Unity.Postprocessing.Runtime.dll ---@field texture3dLerp UnityEngine.ComputeShader ---@source Unity.Postprocessing.Runtime.dll ---@field gammaHistogram UnityEngine.ComputeShader ---@source Unity.Postprocessing.Runtime.dll ---@field waveform UnityEngine.ComputeShader ---@source Unity.Postprocessing.Runtime.dll ---@field vectorscope UnityEngine.ComputeShader ---@source Unity.Postprocessing.Runtime.dll ---@field multiScaleAODownsample1 UnityEngine.ComputeShader ---@source Unity.Postprocessing.Runtime.dll ---@field multiScaleAODownsample2 UnityEngine.ComputeShader ---@source Unity.Postprocessing.Runtime.dll ---@field multiScaleAORender UnityEngine.ComputeShader ---@source Unity.Postprocessing.Runtime.dll ---@field multiScaleAOUpsample UnityEngine.ComputeShader ---@source Unity.Postprocessing.Runtime.dll ---@field gaussianDownsample UnityEngine.ComputeShader ---@source Unity.Postprocessing.Runtime.dll CS.UnityEngine.Rendering.PostProcessing.ComputeShaders = {} ---@source Unity.Postprocessing.Runtime.dll ---@return ComputeShaders function CS.UnityEngine.Rendering.PostProcessing.ComputeShaders.Clone() end ---@source Unity.Postprocessing.Runtime.dll ---@class UnityEngine.Rendering.PostProcessing.SMAALuts: object ---@source Unity.Postprocessing.Runtime.dll ---@field area UnityEngine.Texture2D ---@source Unity.Postprocessing.Runtime.dll ---@field search UnityEngine.Texture2D ---@source Unity.Postprocessing.Runtime.dll CS.UnityEngine.Rendering.PostProcessing.SMAALuts = {} ---@source Unity.Postprocessing.Runtime.dll ---@class UnityEngine.Rendering.PostProcessing.ChangeHandler: System.MulticastDelegate ---@source Unity.Postprocessing.Runtime.dll CS.UnityEngine.Rendering.PostProcessing.ChangeHandler = {} ---@source Unity.Postprocessing.Runtime.dll function CS.UnityEngine.Rendering.PostProcessing.ChangeHandler.Invoke() end ---@source Unity.Postprocessing.Runtime.dll ---@param callback System.AsyncCallback ---@param object object ---@return IAsyncResult function CS.UnityEngine.Rendering.PostProcessing.ChangeHandler.BeginInvoke(callback, object) end ---@source Unity.Postprocessing.Runtime.dll ---@param result System.IAsyncResult function CS.UnityEngine.Rendering.PostProcessing.ChangeHandler.EndInvoke(result) end ---@source Unity.Postprocessing.Runtime.dll ---@class UnityEngine.Rendering.PostProcessing.PostProcessVolume: UnityEngine.MonoBehaviour ---@source Unity.Postprocessing.Runtime.dll ---@field sharedProfile UnityEngine.Rendering.PostProcessing.PostProcessProfile ---@source Unity.Postprocessing.Runtime.dll ---@field isGlobal bool ---@source Unity.Postprocessing.Runtime.dll ---@field blendDistance float ---@source Unity.Postprocessing.Runtime.dll ---@field weight float ---@source Unity.Postprocessing.Runtime.dll ---@field priority float ---@source Unity.Postprocessing.Runtime.dll ---@field profile UnityEngine.Rendering.PostProcessing.PostProcessProfile ---@source Unity.Postprocessing.Runtime.dll CS.UnityEngine.Rendering.PostProcessing.PostProcessVolume = {} ---@source Unity.Postprocessing.Runtime.dll ---@return Boolean function CS.UnityEngine.Rendering.PostProcessing.PostProcessVolume.HasInstantiatedProfile() end ---@source Unity.Postprocessing.Runtime.dll ---@class UnityEngine.Rendering.PostProcessing.ColorUtilities: object ---@source Unity.Postprocessing.Runtime.dll CS.UnityEngine.Rendering.PostProcessing.ColorUtilities = {} ---@source Unity.Postprocessing.Runtime.dll ---@param x float ---@return Single function CS.UnityEngine.Rendering.PostProcessing.ColorUtilities:StandardIlluminantY(x) end ---@source Unity.Postprocessing.Runtime.dll ---@param x float ---@param y float ---@return Vector3 function CS.UnityEngine.Rendering.PostProcessing.ColorUtilities:CIExyToLMS(x, y) end ---@source Unity.Postprocessing.Runtime.dll ---@param temperature float ---@param tint float ---@return Vector3 function CS.UnityEngine.Rendering.PostProcessing.ColorUtilities:ComputeColorBalance(temperature, tint) end ---@source Unity.Postprocessing.Runtime.dll ---@param color UnityEngine.Vector4 ---@return Vector3 function CS.UnityEngine.Rendering.PostProcessing.ColorUtilities:ColorToLift(color) end ---@source Unity.Postprocessing.Runtime.dll ---@param color UnityEngine.Vector4 ---@return Vector3 function CS.UnityEngine.Rendering.PostProcessing.ColorUtilities:ColorToInverseGamma(color) end ---@source Unity.Postprocessing.Runtime.dll ---@param color UnityEngine.Vector4 ---@return Vector3 function CS.UnityEngine.Rendering.PostProcessing.ColorUtilities:ColorToGain(color) end ---@source Unity.Postprocessing.Runtime.dll ---@param x float ---@return Single function CS.UnityEngine.Rendering.PostProcessing.ColorUtilities:LogCToLinear(x) end ---@source Unity.Postprocessing.Runtime.dll ---@param x float ---@return Single function CS.UnityEngine.Rendering.PostProcessing.ColorUtilities:LinearToLogC(x) end ---@source Unity.Postprocessing.Runtime.dll ---@param c UnityEngine.Color ---@return UInt32 function CS.UnityEngine.Rendering.PostProcessing.ColorUtilities:ToHex(c) end ---@source Unity.Postprocessing.Runtime.dll ---@param hex uint ---@return Color function CS.UnityEngine.Rendering.PostProcessing.ColorUtilities:ToRGBA(hex) end ---@source Unity.Postprocessing.Runtime.dll ---@class UnityEngine.Rendering.PostProcessing.HableCurve: object ---@source Unity.Postprocessing.Runtime.dll ---@field uniforms UnityEngine.Rendering.PostProcessing.HableCurve.Uniforms ---@source Unity.Postprocessing.Runtime.dll ---@field whitePoint float ---@source Unity.Postprocessing.Runtime.dll ---@field inverseWhitePoint float ---@source Unity.Postprocessing.Runtime.dll CS.UnityEngine.Rendering.PostProcessing.HableCurve = {} ---@source Unity.Postprocessing.Runtime.dll ---@param x float ---@return Single function CS.UnityEngine.Rendering.PostProcessing.HableCurve.Eval(x) end ---@source Unity.Postprocessing.Runtime.dll ---@param toeStrength float ---@param toeLength float ---@param shoulderStrength float ---@param shoulderLength float ---@param shoulderAngle float ---@param gamma float function CS.UnityEngine.Rendering.PostProcessing.HableCurve.Init(toeStrength, toeLength, shoulderStrength, shoulderLength, shoulderAngle, gamma) end ---@source Unity.Postprocessing.Runtime.dll ---@class UnityEngine.Rendering.PostProcessing.Uniforms: object ---@source Unity.Postprocessing.Runtime.dll ---@field curve UnityEngine.Vector4 ---@source Unity.Postprocessing.Runtime.dll ---@field toeSegmentA UnityEngine.Vector4 ---@source Unity.Postprocessing.Runtime.dll ---@field toeSegmentB UnityEngine.Vector4 ---@source Unity.Postprocessing.Runtime.dll ---@field midSegmentA UnityEngine.Vector4 ---@source Unity.Postprocessing.Runtime.dll ---@field midSegmentB UnityEngine.Vector4 ---@source Unity.Postprocessing.Runtime.dll ---@field shoSegmentA UnityEngine.Vector4 ---@source Unity.Postprocessing.Runtime.dll ---@field shoSegmentB UnityEngine.Vector4 ---@source Unity.Postprocessing.Runtime.dll CS.UnityEngine.Rendering.PostProcessing.Uniforms = {} ---@source Unity.Postprocessing.Runtime.dll ---@class UnityEngine.Rendering.PostProcessing.HaltonSeq: object ---@source Unity.Postprocessing.Runtime.dll CS.UnityEngine.Rendering.PostProcessing.HaltonSeq = {} ---@source Unity.Postprocessing.Runtime.dll ---@param index int ---@param radix int ---@return Single function CS.UnityEngine.Rendering.PostProcessing.HaltonSeq:Get(index, radix) end ---@source Unity.Postprocessing.Runtime.dll ---@class UnityEngine.Rendering.PostProcessing.PropertySheet: object ---@source Unity.Postprocessing.Runtime.dll ---@field properties UnityEngine.MaterialPropertyBlock ---@source Unity.Postprocessing.Runtime.dll CS.UnityEngine.Rendering.PostProcessing.PropertySheet = {} ---@source Unity.Postprocessing.Runtime.dll function CS.UnityEngine.Rendering.PostProcessing.PropertySheet.ClearKeywords() end ---@source Unity.Postprocessing.Runtime.dll ---@param keyword string function CS.UnityEngine.Rendering.PostProcessing.PropertySheet.EnableKeyword(keyword) end ---@source Unity.Postprocessing.Runtime.dll ---@param keyword string function CS.UnityEngine.Rendering.PostProcessing.PropertySheet.DisableKeyword(keyword) end ---@source Unity.Postprocessing.Runtime.dll ---@class UnityEngine.Rendering.PostProcessing.PropertySheetFactory: object ---@source Unity.Postprocessing.Runtime.dll CS.UnityEngine.Rendering.PostProcessing.PropertySheetFactory = {} ---@source Unity.Postprocessing.Runtime.dll ---@param shaderName string ---@return PropertySheet function CS.UnityEngine.Rendering.PostProcessing.PropertySheetFactory.Get(shaderName) end ---@source Unity.Postprocessing.Runtime.dll ---@param shader UnityEngine.Shader ---@return PropertySheet function CS.UnityEngine.Rendering.PostProcessing.PropertySheetFactory.Get(shader) end ---@source Unity.Postprocessing.Runtime.dll function CS.UnityEngine.Rendering.PostProcessing.PropertySheetFactory.Release() end ---@source Unity.Postprocessing.Runtime.dll ---@class UnityEngine.Rendering.PostProcessing.RuntimeUtilities: object ---@source Unity.Postprocessing.Runtime.dll ---@field whiteTexture UnityEngine.Texture2D ---@source Unity.Postprocessing.Runtime.dll ---@field whiteTexture3D UnityEngine.Texture3D ---@source Unity.Postprocessing.Runtime.dll ---@field blackTexture UnityEngine.Texture2D ---@source Unity.Postprocessing.Runtime.dll ---@field blackTexture3D UnityEngine.Texture3D ---@source Unity.Postprocessing.Runtime.dll ---@field transparentTexture UnityEngine.Texture2D ---@source Unity.Postprocessing.Runtime.dll ---@field transparentTexture3D UnityEngine.Texture3D ---@source Unity.Postprocessing.Runtime.dll ---@field fullscreenTriangle UnityEngine.Mesh ---@source Unity.Postprocessing.Runtime.dll ---@field copyStdMaterial UnityEngine.Material ---@source Unity.Postprocessing.Runtime.dll ---@field copyStdFromDoubleWideMaterial UnityEngine.Material ---@source Unity.Postprocessing.Runtime.dll ---@field copyMaterial UnityEngine.Material ---@source Unity.Postprocessing.Runtime.dll ---@field copyFromTexArrayMaterial UnityEngine.Material ---@source Unity.Postprocessing.Runtime.dll ---@field copySheet UnityEngine.Rendering.PostProcessing.PropertySheet ---@source Unity.Postprocessing.Runtime.dll ---@field copyFromTexArraySheet UnityEngine.Rendering.PostProcessing.PropertySheet ---@source Unity.Postprocessing.Runtime.dll ---@field scriptableRenderPipelineActive bool ---@source Unity.Postprocessing.Runtime.dll ---@field supportsDeferredShading bool ---@source Unity.Postprocessing.Runtime.dll ---@field supportsDepthNormals bool ---@source Unity.Postprocessing.Runtime.dll ---@field isSinglePassStereoSelected bool ---@source Unity.Postprocessing.Runtime.dll ---@field isSinglePassStereoEnabled bool ---@source Unity.Postprocessing.Runtime.dll ---@field isVREnabled bool ---@source Unity.Postprocessing.Runtime.dll ---@field isAndroidOpenGL bool ---@source Unity.Postprocessing.Runtime.dll ---@field defaultHDRRenderTextureFormat UnityEngine.RenderTextureFormat ---@source Unity.Postprocessing.Runtime.dll ---@field isLinearColorSpace bool ---@source Unity.Postprocessing.Runtime.dll CS.UnityEngine.Rendering.PostProcessing.RuntimeUtilities = {} ---@source Unity.Postprocessing.Runtime.dll ---@param size int ---@return Texture2D function CS.UnityEngine.Rendering.PostProcessing.RuntimeUtilities:GetLutStrip(size) end ---@source Unity.Postprocessing.Runtime.dll ---@param cmd UnityEngine.Rendering.CommandBuffer ---@param source UnityEngine.Rendering.RenderTargetIdentifier ---@param destination UnityEngine.Rendering.RenderTargetIdentifier function CS.UnityEngine.Rendering.PostProcessing.RuntimeUtilities:CopyTexture(cmd, source, destination) end ---@source Unity.Postprocessing.Runtime.dll ---@param format UnityEngine.RenderTextureFormat ---@return Boolean function CS.UnityEngine.Rendering.PostProcessing.RuntimeUtilities:isFloatingPointFormat(format) end ---@source Unity.Postprocessing.Runtime.dll ---@param obj UnityEngine.Object function CS.UnityEngine.Rendering.PostProcessing.RuntimeUtilities:Destroy(obj) end ---@source Unity.Postprocessing.Runtime.dll ---@param camera UnityEngine.Camera ---@return Boolean function CS.UnityEngine.Rendering.PostProcessing.RuntimeUtilities:IsResolvedDepthAvailable(camera) end ---@source Unity.Postprocessing.Runtime.dll ---@param profile UnityEngine.Rendering.PostProcessing.PostProcessProfile ---@param destroyEffects bool function CS.UnityEngine.Rendering.PostProcessing.RuntimeUtilities:DestroyProfile(profile, destroyEffects) end ---@source Unity.Postprocessing.Runtime.dll ---@param volume UnityEngine.Rendering.PostProcessing.PostProcessVolume ---@param destroyProfile bool ---@param destroyGameObject bool function CS.UnityEngine.Rendering.PostProcessing.RuntimeUtilities:DestroyVolume(volume, destroyProfile, destroyGameObject) end ---@source Unity.Postprocessing.Runtime.dll ---@param layer UnityEngine.Rendering.PostProcessing.PostProcessLayer ---@return Boolean function CS.UnityEngine.Rendering.PostProcessing.RuntimeUtilities:IsPostProcessingActive(layer) end ---@source Unity.Postprocessing.Runtime.dll ---@param layer UnityEngine.Rendering.PostProcessing.PostProcessLayer ---@return Boolean function CS.UnityEngine.Rendering.PostProcessing.RuntimeUtilities:IsTemporalAntialiasingActive(layer) end ---@source Unity.Postprocessing.Runtime.dll ---@return IEnumerable function CS.UnityEngine.Rendering.PostProcessing.RuntimeUtilities:GetAllSceneObjects() end ---@source Unity.Postprocessing.Runtime.dll ---@param obj T function CS.UnityEngine.Rendering.PostProcessing.RuntimeUtilities:CreateIfNull(obj) end ---@source Unity.Postprocessing.Runtime.dll ---@param x float ---@return Single function CS.UnityEngine.Rendering.PostProcessing.RuntimeUtilities:Exp2(x) end ---@source Unity.Postprocessing.Runtime.dll ---@param camera UnityEngine.Camera ---@param offset UnityEngine.Vector2 ---@return Matrix4x4 function CS.UnityEngine.Rendering.PostProcessing.RuntimeUtilities:GetJitteredPerspectiveProjectionMatrix(camera, offset) end ---@source Unity.Postprocessing.Runtime.dll ---@param camera UnityEngine.Camera ---@param offset UnityEngine.Vector2 ---@return Matrix4x4 function CS.UnityEngine.Rendering.PostProcessing.RuntimeUtilities:GetJitteredOrthographicProjectionMatrix(camera, offset) end ---@source Unity.Postprocessing.Runtime.dll ---@param context UnityEngine.Rendering.PostProcessing.PostProcessRenderContext ---@param origProj UnityEngine.Matrix4x4 ---@param jitter UnityEngine.Vector2 ---@return Matrix4x4 function CS.UnityEngine.Rendering.PostProcessing.RuntimeUtilities:GenerateJitteredProjectionMatrixFromOriginal(context, origProj, jitter) end ---@source Unity.Postprocessing.Runtime.dll ---@return IEnumerable function CS.UnityEngine.Rendering.PostProcessing.RuntimeUtilities:GetAllAssemblyTypes() end ---@source Unity.Postprocessing.Runtime.dll ---@return IEnumerable function CS.UnityEngine.Rendering.PostProcessing.RuntimeUtilities:GetAllTypesDerivedFrom() end ---@source Unity.Postprocessing.Runtime.dll ---@param expr System.Linq.Expressions.Expression> function CS.UnityEngine.Rendering.PostProcessing.RuntimeUtilities:GetMemberAttributes(expr) end ---@source Unity.Postprocessing.Runtime.dll ---@param expr System.Linq.Expressions.Expression> ---@return String function CS.UnityEngine.Rendering.PostProcessing.RuntimeUtilities:GetFieldPath(expr) end ---@source Unity.Postprocessing.Runtime.dll ---@param rt UnityEngine.Rendering.RenderTargetIdentifier ---@param loadAction UnityEngine.Rendering.RenderBufferLoadAction ---@param storeAction UnityEngine.Rendering.RenderBufferStoreAction function CS.UnityEngine.Rendering.PostProcessing.RuntimeUtilities.SetRenderTargetWithLoadStoreAction(rt, loadAction, storeAction) end ---@source Unity.Postprocessing.Runtime.dll ---@param rt UnityEngine.Rendering.RenderTargetIdentifier ---@param loadAction UnityEngine.Rendering.RenderBufferLoadAction ---@param storeAction UnityEngine.Rendering.RenderBufferStoreAction ---@param depthLoadAction UnityEngine.Rendering.RenderBufferLoadAction ---@param depthStoreAction UnityEngine.Rendering.RenderBufferStoreAction function CS.UnityEngine.Rendering.PostProcessing.RuntimeUtilities.SetRenderTargetWithLoadStoreAction(rt, loadAction, storeAction, depthLoadAction, depthStoreAction) end ---@source Unity.Postprocessing.Runtime.dll ---@param color UnityEngine.Rendering.RenderTargetIdentifier ---@param colorLoadAction UnityEngine.Rendering.RenderBufferLoadAction ---@param colorStoreAction UnityEngine.Rendering.RenderBufferStoreAction ---@param depth UnityEngine.Rendering.RenderTargetIdentifier ---@param depthLoadAction UnityEngine.Rendering.RenderBufferLoadAction ---@param depthStoreAction UnityEngine.Rendering.RenderBufferStoreAction function CS.UnityEngine.Rendering.PostProcessing.RuntimeUtilities.SetRenderTargetWithLoadStoreAction(color, colorLoadAction, colorStoreAction, depth, depthLoadAction, depthStoreAction) end ---@source Unity.Postprocessing.Runtime.dll ---@param source UnityEngine.Rendering.RenderTargetIdentifier ---@param destination UnityEngine.Rendering.RenderTargetIdentifier ---@param clear bool ---@param viewport UnityEngine.Rect? ---@param preserveDepth bool function CS.UnityEngine.Rendering.PostProcessing.RuntimeUtilities.BlitFullscreenTriangle(source, destination, clear, viewport, preserveDepth) end ---@source Unity.Postprocessing.Runtime.dll ---@param source UnityEngine.Rendering.RenderTargetIdentifier ---@param destination UnityEngine.Rendering.RenderTargetIdentifier ---@param propertySheet UnityEngine.Rendering.PostProcessing.PropertySheet ---@param pass int ---@param loadAction UnityEngine.Rendering.RenderBufferLoadAction ---@param viewport UnityEngine.Rect? ---@param preserveDepth bool function CS.UnityEngine.Rendering.PostProcessing.RuntimeUtilities.BlitFullscreenTriangle(source, destination, propertySheet, pass, loadAction, viewport, preserveDepth) end ---@source Unity.Postprocessing.Runtime.dll ---@param source UnityEngine.Rendering.RenderTargetIdentifier ---@param destination UnityEngine.Rendering.RenderTargetIdentifier ---@param propertySheet UnityEngine.Rendering.PostProcessing.PropertySheet ---@param pass int ---@param clear bool ---@param viewport UnityEngine.Rect? ---@param preserveDepth bool function CS.UnityEngine.Rendering.PostProcessing.RuntimeUtilities.BlitFullscreenTriangle(source, destination, propertySheet, pass, clear, viewport, preserveDepth) end ---@source Unity.Postprocessing.Runtime.dll ---@param source UnityEngine.Rendering.RenderTargetIdentifier ---@param destination UnityEngine.Rendering.RenderTargetIdentifier ---@param material UnityEngine.Material ---@param pass int ---@param eye int function CS.UnityEngine.Rendering.PostProcessing.RuntimeUtilities.BlitFullscreenTriangleFromDoubleWide(source, destination, material, pass, eye) end ---@source Unity.Postprocessing.Runtime.dll ---@param source UnityEngine.Rendering.RenderTargetIdentifier ---@param destination UnityEngine.Rendering.RenderTargetIdentifier ---@param propertySheet UnityEngine.Rendering.PostProcessing.PropertySheet ---@param pass int ---@param eye int function CS.UnityEngine.Rendering.PostProcessing.RuntimeUtilities.BlitFullscreenTriangleToDoubleWide(source, destination, propertySheet, pass, eye) end ---@source Unity.Postprocessing.Runtime.dll ---@param source UnityEngine.Rendering.RenderTargetIdentifier ---@param destination UnityEngine.Rendering.RenderTargetIdentifier ---@param propertySheet UnityEngine.Rendering.PostProcessing.PropertySheet ---@param pass int ---@param clear bool ---@param depthSlice int function CS.UnityEngine.Rendering.PostProcessing.RuntimeUtilities.BlitFullscreenTriangleFromTexArray(source, destination, propertySheet, pass, clear, depthSlice) end ---@source Unity.Postprocessing.Runtime.dll ---@param source UnityEngine.Rendering.RenderTargetIdentifier ---@param destination UnityEngine.Rendering.RenderTargetIdentifier ---@param propertySheet UnityEngine.Rendering.PostProcessing.PropertySheet ---@param pass int ---@param clear bool ---@param depthSlice int function CS.UnityEngine.Rendering.PostProcessing.RuntimeUtilities.BlitFullscreenTriangleToTexArray(source, destination, propertySheet, pass, clear, depthSlice) end ---@source Unity.Postprocessing.Runtime.dll ---@param source UnityEngine.Rendering.RenderTargetIdentifier ---@param destination UnityEngine.Rendering.RenderTargetIdentifier ---@param depth UnityEngine.Rendering.RenderTargetIdentifier ---@param propertySheet UnityEngine.Rendering.PostProcessing.PropertySheet ---@param pass int ---@param clear bool ---@param viewport UnityEngine.Rect? function CS.UnityEngine.Rendering.PostProcessing.RuntimeUtilities.BlitFullscreenTriangle(source, destination, depth, propertySheet, pass, clear, viewport) end ---@source Unity.Postprocessing.Runtime.dll ---@param source UnityEngine.Rendering.RenderTargetIdentifier ---@param destinations UnityEngine.Rendering.RenderTargetIdentifier[] ---@param depth UnityEngine.Rendering.RenderTargetIdentifier ---@param propertySheet UnityEngine.Rendering.PostProcessing.PropertySheet ---@param pass int ---@param clear bool ---@param viewport UnityEngine.Rect? function CS.UnityEngine.Rendering.PostProcessing.RuntimeUtilities.BlitFullscreenTriangle(source, destinations, depth, propertySheet, pass, clear, viewport) end ---@source Unity.Postprocessing.Runtime.dll ---@param source UnityEngine.Rendering.RenderTargetIdentifier ---@param destination UnityEngine.Rendering.RenderTargetIdentifier function CS.UnityEngine.Rendering.PostProcessing.RuntimeUtilities.BuiltinBlit(source, destination) end ---@source Unity.Postprocessing.Runtime.dll ---@param source UnityEngine.Rendering.RenderTargetIdentifier ---@param destination UnityEngine.Rendering.RenderTargetIdentifier ---@param mat UnityEngine.Material ---@param pass int function CS.UnityEngine.Rendering.PostProcessing.RuntimeUtilities.BuiltinBlit(source, destination, mat, pass) end ---@source Unity.Postprocessing.Runtime.dll ---@return T function CS.UnityEngine.Rendering.PostProcessing.RuntimeUtilities.GetAttribute() end ---@source Unity.Postprocessing.Runtime.dll ---@class UnityEngine.Rendering.PostProcessing.Spline: object ---@source Unity.Postprocessing.Runtime.dll ---@field k_Precision int ---@source Unity.Postprocessing.Runtime.dll ---@field k_Step float ---@source Unity.Postprocessing.Runtime.dll ---@field curve UnityEngine.AnimationCurve ---@source Unity.Postprocessing.Runtime.dll ---@field cachedData float[] ---@source Unity.Postprocessing.Runtime.dll CS.UnityEngine.Rendering.PostProcessing.Spline = {} ---@source Unity.Postprocessing.Runtime.dll ---@param frame int function CS.UnityEngine.Rendering.PostProcessing.Spline.Cache(frame) end ---@source Unity.Postprocessing.Runtime.dll ---@param t float ---@param length int ---@return Single function CS.UnityEngine.Rendering.PostProcessing.Spline.Evaluate(t, length) end ---@source Unity.Postprocessing.Runtime.dll ---@param t float ---@return Single function CS.UnityEngine.Rendering.PostProcessing.Spline.Evaluate(t) end ---@source Unity.Postprocessing.Runtime.dll ---@return Int32 function CS.UnityEngine.Rendering.PostProcessing.Spline.GetHashCode() end ---@source Unity.Postprocessing.Runtime.dll ---@class UnityEngine.Rendering.PostProcessing.TextureFormatUtilities: object ---@source Unity.Postprocessing.Runtime.dll CS.UnityEngine.Rendering.PostProcessing.TextureFormatUtilities = {} ---@source Unity.Postprocessing.Runtime.dll ---@param texture UnityEngine.Texture ---@return RenderTextureFormat function CS.UnityEngine.Rendering.PostProcessing.TextureFormatUtilities:GetUncompressedRenderTextureFormat(texture) end