using System; using Cpp2IlInjected; namespace UnityEngine.Rendering.Universal { // Token: 0x02000060 RID: 96 [Token(Token = "0x2000058")] internal class TransparentSettingsPass : ScriptableRenderPass { // Token: 0x0600015D RID: 349 RVA: 0x00002050 File Offset: 0x00000250 [Token(Token = "0x6000152")] [Address(RVA = "0x6A3770", Offset = "0x6A2770", VA = "0x1806A3770")] public TransparentSettingsPass(RenderPassEvent evt, bool shadowReceiveSupported) { } // Token: 0x0600015E RID: 350 RVA: 0x00002E98 File Offset: 0x00001098 [Token(Token = "0x6000153")] [Address(RVA = "0x6A3760", Offset = "0x6A2760", VA = "0x1806A3760")] public bool Setup(ref RenderingData renderingData) { return default(bool); } // Token: 0x0600015F RID: 351 RVA: 0x00002050 File Offset: 0x00000250 [Token(Token = "0x6000154")] [Address(RVA = "0x6A3620", Offset = "0x6A2620", VA = "0x1806A3620", Slot = "7")] public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) { } // Token: 0x040001F9 RID: 505 [FieldOffset(Offset = "0x68")] [Token(Token = "0x40001CC")] private bool m_shouldReceiveShadows; // Token: 0x040001FA RID: 506 [Token(Token = "0x40001CD")] private const string m_ProfilerTag = "Transparent Settings Pass"; } }