using System; using Cpp2IlInjected; using Unity.Burst; using Unity.Collections; using Unity.Jobs; using Unity.Mathematics; namespace UnityEngine.Rendering.Universal { // Token: 0x02000035 RID: 53 [Token(Token = "0x200002F")] [BurstCompile] public struct BinPerLightJob : IJobParallelFor { // Token: 0x060000D0 RID: 208 RVA: 0x00002050 File Offset: 0x00000250 [Token(Token = "0x60000C8")] [Address(RVA = "0x23E81E0", Offset = "0x23E71E0", VA = "0x1823E81E0", Slot = "4")] public void Execute(int lightIdx) { } // Token: 0x060000D1 RID: 209 RVA: 0x00002050 File Offset: 0x00000250 [Token(Token = "0x60000C9")] [Address(RVA = "0x23E7BB0", Offset = "0x23E6BB0", VA = "0x1823E7BB0")] private void AddPointLightImportances(uint3 minVoxelIdx, uint3 maxVoxelIdx, ushort lightIdx, float3 lightPos, float lightIntensity, float lightRange) { } // Token: 0x060000D2 RID: 210 RVA: 0x00002050 File Offset: 0x00000250 [Token(Token = "0x60000CA")] [Address(RVA = "0x23E7DD0", Offset = "0x23E6DD0", VA = "0x1823E7DD0")] private void AddSpotLightImportances(uint3 minVoxelIdx, uint3 maxVoxelIdx, ushort lightIdx, float3 lightPos, float3 expandedLightPos, float3 lightForward, float lightIntensity, float lightBaseRadius, float lightRange, float expandedLightRange) { } // Token: 0x060000D3 RID: 211 RVA: 0x00002928 File Offset: 0x00000B28 [Token(Token = "0x60000CB")] [Address(RVA = "0x23E8880", Offset = "0x23E7880", VA = "0x1823E8880")] private float PointLightIntensity(float approxIntensity) { return 0f; } // Token: 0x060000D4 RID: 212 RVA: 0x00002940 File Offset: 0x00000B40 [Token(Token = "0x60000CC")] [Address(RVA = "0x23E8800", Offset = "0x23E7800", VA = "0x1823E8800")] private float LinearAttenuation(float3 voxelCenter, float3 lightPos, float lightRange) { return 0f; } // Token: 0x060000D5 RID: 213 RVA: 0x00002958 File Offset: 0x00000B58 [Token(Token = "0x60000CD")] [Address(RVA = "0x23E8100", Offset = "0x23E7100", VA = "0x1823E8100")] private float AngularAttenuation(float3 voxelCenter, float3 lightPos, float3 lightForward, float lightBaseRadius, float lightRange) { return 0f; } // Token: 0x04000130 RID: 304 [FieldOffset(Offset = "0x0")] [Token(Token = "0x400010C")] [ReadOnly] public NativeArray lights; // Token: 0x04000131 RID: 305 [FieldOffset(Offset = "0x10")] [Token(Token = "0x400010D")] [ReadOnly] public NativeArray voxelPoints; // Token: 0x04000132 RID: 306 [FieldOffset(Offset = "0x20")] [Token(Token = "0x400010E")] [ReadOnly] public float3 worldVolumeMinCorner; // Token: 0x04000133 RID: 307 [FieldOffset(Offset = "0x2C")] [Token(Token = "0x400010F")] [ReadOnly] public float3 worldVolumeMaxCorner; // Token: 0x04000134 RID: 308 [FieldOffset(Offset = "0x38")] [Token(Token = "0x4000110")] [WriteOnly] public NativeMultiHashMap.ParallelWriter clusteredLightIndices; } }