using System; using System.Collections.Generic; using Cpp2IlInjected; namespace UnityEngine.Rendering.Universal { // Token: 0x0200002C RID: 44 [Token(Token = "0x2000028")] public static class DrawToPersistentBufferUtility { // Token: 0x17000075 RID: 117 // (get) Token: 0x060000AF RID: 175 RVA: 0x00002052 File Offset: 0x00000252 [Token(Token = "0x17000075")] public static IList Passes { [Token(Token = "0x60000AB")] [Address(RVA = "0x23F0830", Offset = "0x23EF830", VA = "0x1823F0830")] get { return null; } } // Token: 0x060000B0 RID: 176 RVA: 0x00002050 File Offset: 0x00000250 [Token(Token = "0x60000AC")] [Address(RVA = "0x23F06F0", Offset = "0x23EF6F0", VA = "0x1823F06F0")] public static void EnqueuePassForNextRender(ScriptableRenderPass pass) { } // Token: 0x060000B1 RID: 177 RVA: 0x00002050 File Offset: 0x00000250 [Token(Token = "0x60000AD")] [Address(RVA = "0x23F0680", Offset = "0x23EF680", VA = "0x1823F0680")] public static void Clear() { } // Token: 0x040000DB RID: 219 [Token(Token = "0x40000C1")] private const RenderPassEvent RENDER_PASS_EVENT = RenderPassEvent.BeforeRenderingShadows; // Token: 0x040000DC RID: 220 [Token(Token = "0x40000C2")] private static readonly List passes; } }