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using System;
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using Cpp2IlInjected;
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using Unity.Burst;
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using Unity.Collections;
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using Unity.Jobs;
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namespace UnityEngine.Rendering.Universal
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{
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// Token: 0x02000036 RID: 54
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[Token(Token = "0x2000030")]
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[BurstCompile]
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public struct BinPerVoxelJob : IJobParallelForBatch
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{
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// Token: 0x060000D6 RID: 214 RVA: 0x00002050 File Offset: 0x00000250
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[Token(Token = "0x60000CE")]
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[Address(RVA = "0x23E8A10", Offset = "0x23E7A10", VA = "0x1823E8A10", Slot = "4")]
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public void Execute(int voxelStartIdx, int voxelCapacity)
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{
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}
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// Token: 0x060000D7 RID: 215 RVA: 0x00002050 File Offset: 0x00000250
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[Token(Token = "0x60000CF")]
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[Address(RVA = "0x23E88A0", Offset = "0x23E78A0", VA = "0x1823E88A0")]
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private void AddLight(int lightingStartIdx, ushort lightsInCurrentVoxel, int lightCapacity, LightInBin lightInVoxelData)
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{
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}
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// Token: 0x04000135 RID: 309
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[FieldOffset(Offset = "0x0")]
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[Token(Token = "0x4000111")]
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[ReadOnly]
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public NativeMultiHashMap<ushort, LightInBin> clusteredLightIndices;
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// Token: 0x04000136 RID: 310
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[FieldOffset(Offset = "0x10")]
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[Token(Token = "0x4000112")]
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[ReadOnly]
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public uint lightCount;
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// Token: 0x04000137 RID: 311
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[FieldOffset(Offset = "0x14")]
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[Token(Token = "0x4000113")]
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[ReadOnly]
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public int headerSize;
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// Token: 0x04000138 RID: 312
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[FieldOffset(Offset = "0x18")]
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[Token(Token = "0x4000114")]
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[WriteOnly]
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public NativeArray<uint> voxels;
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// Token: 0x04000139 RID: 313
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[FieldOffset(Offset = "0x28")]
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[Token(Token = "0x4000115")]
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public NativeArray<float> importances;
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}
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}
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