using System; using Cpp2IlInjected; using Unity.Burst; using Unity.Collections; using Unity.Jobs; namespace UnityEngine.Rendering.Universal { // Token: 0x02000036 RID: 54 [Token(Token = "0x2000030")] [BurstCompile] public struct BinPerVoxelJob : IJobParallelForBatch { // Token: 0x060000D6 RID: 214 RVA: 0x00002050 File Offset: 0x00000250 [Token(Token = "0x60000CE")] [Address(RVA = "0x23E8A10", Offset = "0x23E7A10", VA = "0x1823E8A10", Slot = "4")] public void Execute(int voxelStartIdx, int voxelCapacity) { } // Token: 0x060000D7 RID: 215 RVA: 0x00002050 File Offset: 0x00000250 [Token(Token = "0x60000CF")] [Address(RVA = "0x23E88A0", Offset = "0x23E78A0", VA = "0x1823E88A0")] private void AddLight(int lightingStartIdx, ushort lightsInCurrentVoxel, int lightCapacity, LightInBin lightInVoxelData) { } // Token: 0x04000135 RID: 309 [FieldOffset(Offset = "0x0")] [Token(Token = "0x4000111")] [ReadOnly] public NativeMultiHashMap clusteredLightIndices; // Token: 0x04000136 RID: 310 [FieldOffset(Offset = "0x10")] [Token(Token = "0x4000112")] [ReadOnly] public uint lightCount; // Token: 0x04000137 RID: 311 [FieldOffset(Offset = "0x14")] [Token(Token = "0x4000113")] [ReadOnly] public int headerSize; // Token: 0x04000138 RID: 312 [FieldOffset(Offset = "0x18")] [Token(Token = "0x4000114")] [WriteOnly] public NativeArray voxels; // Token: 0x04000139 RID: 313 [FieldOffset(Offset = "0x28")] [Token(Token = "0x4000115")] public NativeArray importances; } }