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using System;
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using System.Collections.Generic;
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using Cpp2IlInjected;
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using UnityEngine.Scripting.APIUpdating;
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namespace UnityEngine.Rendering.Universal
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{
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// Token: 0x02000083 RID: 131
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[Token(Token = "0x2000075")]
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[MovedFrom("UnityEngine.Rendering.LWRP")]
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public struct ShadowData
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{
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// Token: 0x040002C7 RID: 711
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[FieldOffset(Offset = "0x0")]
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[Token(Token = "0x4000286")]
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public bool supportsMainLightShadows;
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// Token: 0x040002C8 RID: 712
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[FieldOffset(Offset = "0x1")]
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[Token(Token = "0x4000287")]
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public bool requiresScreenSpaceShadowResolve;
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// Token: 0x040002C9 RID: 713
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[FieldOffset(Offset = "0x4")]
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[Token(Token = "0x4000288")]
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public int mainLightShadowmapWidth;
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// Token: 0x040002CA RID: 714
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[FieldOffset(Offset = "0x8")]
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[Token(Token = "0x4000289")]
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public int mainLightShadowmapHeight;
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// Token: 0x040002CB RID: 715
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[FieldOffset(Offset = "0xC")]
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[Token(Token = "0x400028A")]
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public int mainLightShadowCascadesCount;
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// Token: 0x040002CC RID: 716
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[FieldOffset(Offset = "0x10")]
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[Token(Token = "0x400028B")]
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public Vector3 mainLightShadowCascadesSplit;
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// Token: 0x040002CD RID: 717
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[FieldOffset(Offset = "0x1C")]
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[Token(Token = "0x400028C")]
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public bool supportsAdditionalLightShadows;
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// Token: 0x040002CE RID: 718
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[FieldOffset(Offset = "0x20")]
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[Token(Token = "0x400028D")]
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public int additionalLightsShadowmapWidth;
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// Token: 0x040002CF RID: 719
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[FieldOffset(Offset = "0x24")]
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[Token(Token = "0x400028E")]
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public int additionalLightsShadowmapHeight;
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// Token: 0x040002D0 RID: 720
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[FieldOffset(Offset = "0x28")]
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[Token(Token = "0x400028F")]
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public bool supportsSoftShadows;
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// Token: 0x040002D1 RID: 721
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[FieldOffset(Offset = "0x2C")]
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[Token(Token = "0x4000290")]
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public int shadowmapDepthBufferBits;
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// Token: 0x040002D2 RID: 722
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[FieldOffset(Offset = "0x30")]
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[Token(Token = "0x4000291")]
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public List<Vector4> bias;
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// Token: 0x040002D3 RID: 723
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[FieldOffset(Offset = "0x38")]
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[Token(Token = "0x4000292")]
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public List<float> sampleBiasList;
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}
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}
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