using System; using Cpp2IlInjected; using Unity.Burst; using Unity.Collections; using Unity.Jobs; using Unity.Mathematics; namespace UnityEngine.Rendering.Universal { // Token: 0x02000034 RID: 52 [Token(Token = "0x200002E")] [BurstCompile] public struct CalculateVoxelPoints : IJobParallelFor { // Token: 0x060000CF RID: 207 RVA: 0x00002050 File Offset: 0x00000250 [Token(Token = "0x60000C7")] [Address(RVA = "0x23EB800", Offset = "0x23EA800", VA = "0x1823EB800", Slot = "4")] public void Execute(int index) { } // Token: 0x0400012D RID: 301 [FieldOffset(Offset = "0x0")] [Token(Token = "0x4000109")] [WriteOnly] public NativeArray voxelPoints; // Token: 0x0400012E RID: 302 [FieldOffset(Offset = "0x10")] [Token(Token = "0x400010A")] [ReadOnly] public float3 worldVolumeMinCorner; // Token: 0x0400012F RID: 303 [FieldOffset(Offset = "0x1C")] [Token(Token = "0x400010B")] [ReadOnly] public float3 worldVolumeMaxCorner; } }