using System; using Cpp2IlInjected; using Unity.Mathematics; namespace UnityEngine.Rendering.Universal { // Token: 0x02000032 RID: 50 [Token(Token = "0x200002C")] public struct BinnableLight { // Token: 0x04000126 RID: 294 [FieldOffset(Offset = "0x0")] [Token(Token = "0x4000102")] public LightType lightType; // Token: 0x04000127 RID: 295 [FieldOffset(Offset = "0x4")] [Token(Token = "0x4000103")] public float4x4 localToWorld; // Token: 0x04000128 RID: 296 [FieldOffset(Offset = "0x44")] [Token(Token = "0x4000104")] public float approxIntensity; // Token: 0x04000129 RID: 297 [FieldOffset(Offset = "0x48")] [Token(Token = "0x4000105")] public float range; // Token: 0x0400012A RID: 298 [FieldOffset(Offset = "0x4C")] [Token(Token = "0x4000106")] public float spotAngle; } }