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