using System; using Cpp2IlInjected; using UnityEngine.Bindings; using UnityEngine.Scripting; namespace UnityEngine.Experimental.U2D { // Token: 0x02000298 RID: 664 [Token(Token = "0x2000298")] [RequiredByNativeCode] [NativeHeader("Runtime/2D/Renderer/SpriteRendererGroup.h")] internal struct SpriteIntermediateRendererInfo { // Token: 0x0400086F RID: 2159 [FieldOffset(Offset = "0x0")] [Token(Token = "0x400086F")] public int SpriteID; // Token: 0x04000870 RID: 2160 [FieldOffset(Offset = "0x4")] [Token(Token = "0x4000870")] public int TextureID; // Token: 0x04000871 RID: 2161 [FieldOffset(Offset = "0x8")] [Token(Token = "0x4000871")] public int MaterialID; // Token: 0x04000872 RID: 2162 [FieldOffset(Offset = "0xC")] [Token(Token = "0x4000872")] public Color Color; // Token: 0x04000873 RID: 2163 [FieldOffset(Offset = "0x1C")] [Token(Token = "0x4000873")] public Matrix4x4 Transform; // Token: 0x04000874 RID: 2164 [FieldOffset(Offset = "0x5C")] [Token(Token = "0x4000874")] public Bounds Bounds; // Token: 0x04000875 RID: 2165 [FieldOffset(Offset = "0x74")] [Token(Token = "0x4000875")] public int Layer; // Token: 0x04000876 RID: 2166 [FieldOffset(Offset = "0x78")] [Token(Token = "0x4000876")] public int SortingLayer; // Token: 0x04000877 RID: 2167 [FieldOffset(Offset = "0x7C")] [Token(Token = "0x4000877")] public int SortingOrder; // Token: 0x04000878 RID: 2168 [FieldOffset(Offset = "0x80")] [Token(Token = "0x4000878")] public ulong SceneCullingMask; // Token: 0x04000879 RID: 2169 [FieldOffset(Offset = "0x88")] [Token(Token = "0x4000879")] public IntPtr IndexData; // Token: 0x0400087A RID: 2170 [FieldOffset(Offset = "0x90")] [Token(Token = "0x400087A")] public IntPtr VertexData; // Token: 0x0400087B RID: 2171 [FieldOffset(Offset = "0x98")] [Token(Token = "0x400087B")] public int IndexCount; // Token: 0x0400087C RID: 2172 [FieldOffset(Offset = "0x9C")] [Token(Token = "0x400087C")] public int VertexCount; // Token: 0x0400087D RID: 2173 [FieldOffset(Offset = "0xA0")] [Token(Token = "0x400087D")] public int ShaderChannelMask; } }