using System; using Cpp2IlInjected; using Unity.Jobs; using UnityEngine.Bindings; using UnityEngine.Scripting; namespace UnityEngine.Rendering { // Token: 0x02000256 RID: 598 [Token(Token = "0x2000256")] [UsedByNativeCode] [NativeHeader("Runtime/Camera/BatchRendererGroup.h")] internal struct BatchRendererCullingOutput { // Token: 0x0400071B RID: 1819 [FieldOffset(Offset = "0x0")] [Token(Token = "0x400071B")] public JobHandle cullingJobsFence; // Token: 0x0400071C RID: 1820 [FieldOffset(Offset = "0x10")] [Token(Token = "0x400071C")] public unsafe Plane* cullingPlanes; // Token: 0x0400071D RID: 1821 [FieldOffset(Offset = "0x18")] [Token(Token = "0x400071D")] public unsafe BatchVisibility* batchVisibility; // Token: 0x0400071E RID: 1822 [FieldOffset(Offset = "0x20")] [Token(Token = "0x400071E")] public unsafe int* visibleIndices; // Token: 0x0400071F RID: 1823 [FieldOffset(Offset = "0x28")] [Token(Token = "0x400071F")] public int cullingPlanesCount; // Token: 0x04000720 RID: 1824 [FieldOffset(Offset = "0x2C")] [Token(Token = "0x4000720")] public int batchVisibilityCount; // Token: 0x04000721 RID: 1825 [FieldOffset(Offset = "0x30")] [Token(Token = "0x4000721")] public int visibleIndicesCount; } }