using System; using Cpp2IlInjected; using UnityEngine.Bindings; namespace UnityEngine { // Token: 0x0200008B RID: 139 [Token(Token = "0x200008B")] [NativeHeader("Runtime/Camera/SharedLightData.h")] public struct LightBakingOutput { // Token: 0x04000147 RID: 327 [FieldOffset(Offset = "0x0")] [Token(Token = "0x4000147")] public int probeOcclusionLightIndex; // Token: 0x04000148 RID: 328 [FieldOffset(Offset = "0x4")] [Token(Token = "0x4000148")] public int occlusionMaskChannel; // Token: 0x04000149 RID: 329 [FieldOffset(Offset = "0x8")] [Token(Token = "0x4000149")] [NativeName("lightmapBakeMode.lightmapBakeType")] public LightmapBakeType lightmapBakeType; // Token: 0x0400014A RID: 330 [FieldOffset(Offset = "0xC")] [Token(Token = "0x400014A")] [NativeName("lightmapBakeMode.mixedLightingMode")] public MixedLightingMode mixedLightingMode; // Token: 0x0400014B RID: 331 [FieldOffset(Offset = "0x10")] [Token(Token = "0x400014B")] public bool isBaked; } }