using System; using System.Runtime.CompilerServices; using Cpp2IlInjected; namespace UnityEngine.Rendering.Universal.Internal { // Token: 0x02000095 RID: 149 [Token(Token = "0x2000083")] public class DepthOnlyPass : ScriptableRenderPass { // Token: 0x170000C6 RID: 198 // (get) Token: 0x06000299 RID: 665 RVA: 0x00003810 File Offset: 0x00001A10 // (set) Token: 0x0600029A RID: 666 RVA: 0x00002050 File Offset: 0x00000250 [Token(Token = "0x170000C5")] private RenderTargetHandle depthAttachmentHandle { [Token(Token = "0x6000282")] [Address(RVA = "0x4831A0", Offset = "0x4821A0", VA = "0x1804831A0")] [CompilerGenerated] get { return default(RenderTargetHandle); } [Token(Token = "0x6000283")] [Address(RVA = "0x483390", Offset = "0x482390", VA = "0x180483390")] [CompilerGenerated] set { } } // Token: 0x170000C7 RID: 199 // (get) Token: 0x0600029B RID: 667 RVA: 0x00003828 File Offset: 0x00001A28 // (set) Token: 0x0600029C RID: 668 RVA: 0x00002050 File Offset: 0x00000250 [Token(Token = "0x170000C6")] internal RenderTextureDescriptor descriptor { [Token(Token = "0x6000284")] [Address(RVA = "0x23EFF90", Offset = "0x23EEF90", VA = "0x1823EFF90")] [CompilerGenerated] get { return default(RenderTextureDescriptor); } [Token(Token = "0x6000285")] [Address(RVA = "0x23EFFC0", Offset = "0x23EEFC0", VA = "0x1823EFFC0")] [CompilerGenerated] private set { } } // Token: 0x0600029D RID: 669 RVA: 0x00002050 File Offset: 0x00000250 [Token(Token = "0x6000286")] [Address(RVA = "0x23EFE50", Offset = "0x23EEE50", VA = "0x1823EFE50")] public DepthOnlyPass(RenderPassEvent evt, RenderQueueRange renderQueueRange, LayerMask layerMask) { } // Token: 0x0600029E RID: 670 RVA: 0x00002050 File Offset: 0x00000250 [Token(Token = "0x6000287")] [Address(RVA = "0x23EFDE0", Offset = "0x23EEDE0", VA = "0x1823EFDE0")] public void Setup(RenderTextureDescriptor baseDescriptor, RenderTargetHandle depthAttachmentHandle) { } // Token: 0x0600029F RID: 671 RVA: 0x00002050 File Offset: 0x00000250 [Token(Token = "0x6000288")] [Address(RVA = "0x23EF980", Offset = "0x23EE980", VA = "0x1823EF980", Slot = "4")] public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor) { } // Token: 0x060002A0 RID: 672 RVA: 0x00002050 File Offset: 0x00000250 [Token(Token = "0x6000289")] [Address(RVA = "0x23EFA70", Offset = "0x23EEA70", VA = "0x1823EFA70", Slot = "7")] public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) { } // Token: 0x060002A1 RID: 673 RVA: 0x00002050 File Offset: 0x00000250 [Token(Token = "0x600028A")] [Address(RVA = "0x23EFCE0", Offset = "0x23EECE0", VA = "0x1823EFCE0", Slot = "5")] public override void FrameCleanup(CommandBuffer cmd) { } // Token: 0x040003A8 RID: 936 [FieldOffset(Offset = "0x68")] [Token(Token = "0x4000331")] private int kDepthBufferBits; // Token: 0x040003AB RID: 939 [FieldOffset(Offset = "0xA4")] [Token(Token = "0x4000334")] private FilteringSettings m_FilteringSettings; // Token: 0x040003AC RID: 940 [Token(Token = "0x4000335")] private const string m_ProfilerTag = "Depth Prepass"; // Token: 0x040003AD RID: 941 [FieldOffset(Offset = "0xC0")] [Token(Token = "0x4000336")] private ProfilingSampler m_ProfilingSampler; // Token: 0x040003AE RID: 942 [FieldOffset(Offset = "0xC8")] [Token(Token = "0x4000337")] private ShaderTagId m_ShaderTagId; } }