using System; using Cpp2IlInjected; namespace UnityEngine.Experimental.GlobalIllumination { // Token: 0x020002A3 RID: 675 [Token(Token = "0x20002A3")] public struct DiscLight { // Token: 0x040008C0 RID: 2240 [FieldOffset(Offset = "0x0")] [Token(Token = "0x40008C0")] public int instanceID; // Token: 0x040008C1 RID: 2241 [FieldOffset(Offset = "0x4")] [Token(Token = "0x40008C1")] public bool shadow; // Token: 0x040008C2 RID: 2242 [FieldOffset(Offset = "0x5")] [Token(Token = "0x40008C2")] public LightMode mode; // Token: 0x040008C3 RID: 2243 [FieldOffset(Offset = "0x8")] [Token(Token = "0x40008C3")] public Vector3 position; // Token: 0x040008C4 RID: 2244 [FieldOffset(Offset = "0x14")] [Token(Token = "0x40008C4")] public Quaternion orientation; // Token: 0x040008C5 RID: 2245 [FieldOffset(Offset = "0x24")] [Token(Token = "0x40008C5")] public LinearColor color; // Token: 0x040008C6 RID: 2246 [FieldOffset(Offset = "0x34")] [Token(Token = "0x40008C6")] public LinearColor indirectColor; // Token: 0x040008C7 RID: 2247 [FieldOffset(Offset = "0x44")] [Token(Token = "0x40008C7")] public float range; // Token: 0x040008C8 RID: 2248 [FieldOffset(Offset = "0x48")] [Token(Token = "0x40008C8")] public float radius; // Token: 0x040008C9 RID: 2249 [FieldOffset(Offset = "0x4C")] [Token(Token = "0x40008C9")] public FalloffType falloff; } }