using System; using Cpp2IlInjected; namespace UnityEngine.Experimental.GlobalIllumination { // Token: 0x020002A2 RID: 674 [Token(Token = "0x20002A2")] public struct RectangleLight { // Token: 0x040008B5 RID: 2229 [FieldOffset(Offset = "0x0")] [Token(Token = "0x40008B5")] public int instanceID; // Token: 0x040008B6 RID: 2230 [FieldOffset(Offset = "0x4")] [Token(Token = "0x40008B6")] public bool shadow; // Token: 0x040008B7 RID: 2231 [FieldOffset(Offset = "0x5")] [Token(Token = "0x40008B7")] public LightMode mode; // Token: 0x040008B8 RID: 2232 [FieldOffset(Offset = "0x8")] [Token(Token = "0x40008B8")] public Vector3 position; // Token: 0x040008B9 RID: 2233 [FieldOffset(Offset = "0x14")] [Token(Token = "0x40008B9")] public Quaternion orientation; // Token: 0x040008BA RID: 2234 [FieldOffset(Offset = "0x24")] [Token(Token = "0x40008BA")] public LinearColor color; // Token: 0x040008BB RID: 2235 [FieldOffset(Offset = "0x34")] [Token(Token = "0x40008BB")] public LinearColor indirectColor; // Token: 0x040008BC RID: 2236 [FieldOffset(Offset = "0x44")] [Token(Token = "0x40008BC")] public float range; // Token: 0x040008BD RID: 2237 [FieldOffset(Offset = "0x48")] [Token(Token = "0x40008BD")] public float width; // Token: 0x040008BE RID: 2238 [FieldOffset(Offset = "0x4C")] [Token(Token = "0x40008BE")] public float height; // Token: 0x040008BF RID: 2239 [FieldOffset(Offset = "0x50")] [Token(Token = "0x40008BF")] public FalloffType falloff; } }