using System; using Cpp2IlInjected; namespace UnityEngine.Experimental.GlobalIllumination { // Token: 0x0200029F RID: 671 [Token(Token = "0x200029F")] public struct DirectionalLight { // Token: 0x04000898 RID: 2200 [FieldOffset(Offset = "0x0")] [Token(Token = "0x4000898")] public int instanceID; // Token: 0x04000899 RID: 2201 [FieldOffset(Offset = "0x4")] [Token(Token = "0x4000899")] public bool shadow; // Token: 0x0400089A RID: 2202 [FieldOffset(Offset = "0x5")] [Token(Token = "0x400089A")] public LightMode mode; // Token: 0x0400089B RID: 2203 [FieldOffset(Offset = "0x8")] [Token(Token = "0x400089B")] public Vector3 direction; // Token: 0x0400089C RID: 2204 [FieldOffset(Offset = "0x14")] [Token(Token = "0x400089C")] public LinearColor color; // Token: 0x0400089D RID: 2205 [FieldOffset(Offset = "0x24")] [Token(Token = "0x400089D")] public LinearColor indirectColor; // Token: 0x0400089E RID: 2206 [FieldOffset(Offset = "0x34")] [Token(Token = "0x400089E")] public float penumbraWidthRadian; } }